Apart
from the purely recreational element, games serve another very important
purpose both for human individuals as well as social groups. Through a game, a person is able to extract
defined discrete principles in the form of rules from the streaming of life
activity and is able to use those rules as the foundation for a series of
defined discrete actions within structured interactions with one or more other people. The non-delimited infinity of possible path crossings
with others in daily life is reduced to a delimited infinity of formal
interactions within the formal structure of a game. In math, a non-delimited infinity is all the
points on a line of any given length. A
delimited infinity is, for example, all the positive discrete numbers: 1, 2, 3,
4, 5, etc. It is beyond the scope of
this article, but mathematicians can prove that a non-delimited infinity is
larger than a delimited infinity.
Anyway,
by reducing the flowing, blendable, continual stimuli of a stream of life
activity to the defined discrete stimuli of defined discrete rules and defined
discrete game actions, people can gain technique in controlling many aspects of
life and, in particular, in dealing with other people. Games help people to regulate interactions
with other people. To deal with primal differences, competition and conflict in
a somewhat restrained civilized way.
Now
in most games, the stream of life activity cannot be totally kept out of the
defined discrete structural interactions of the game. The stream of life activity makes its
appearance in the form of luck. The
dealing of cards, the selection of tiles, and the roll of the dice are examples
of aspects of many games that can’t be controlled through the defined discrete
rules of a game. There is, however, one
game I can think of where such a lack of control through luck plays a very
minimal role. I’m thinking of
chess. In chess, the only luck aspect I
can think of is if a person gets to play the white pieces (and thus opens the
game) or if he plays black.
In
sports, the unstructured stream of life activity intercedes in a different way
than it does in board and card games.
Because humans aren’t robots, it is much more difficult to control
precisely all the muscles involved in bodily movements than it is to control
the mental decisions made to make moves in card and board games. Mental decisions are frequently the result of
inevitable moves required as responses to the decisions and moves of one’s
opponents. Now, poker and bridge may be
considered to be a little bit closer to physical sports, because presentation
of facial expression and vocal inflection or the lack thereof are kinds of
physical sporting movements. Controlling
facial and vocal muscles can be thought of as being somewhat analogous to
controlling hand, arm, chest, leg and foot muscles in traditional sports.
But
all these different competitions have one thing in common. They are all based on discrete actions that
are distinct from the processes in the streaming of normal life activity. These actions would never be confused with
real life processes. And that is
good. Because real life has many aspects
that games don’t. Real life processes make
and preserve organic imprints on human fields of experience that have lasting
meaningful effects on people’s lives.
These imprints relate to social, political, economic and spiritual
survival.
Nowadays,
there are whole new groups of games based on video, computer and virtual
reality. These games continue to be
based on defined discrete phenomena and not the flowing, blendable, continual
phenomena built on organic stimuli. But
the amount of defined discrete phenomena and defined discrete stimuli found in
these video, computer and virtual reality games is so much greater than those
phenomena and stimuli found with board games, card games, and in sports. So much so, that all the defined discrete phenomena
and defined discrete stimuli found in video, computer and virtual reality games
start to blur together in people’s minds and start to be experienced as flowing
blendable continual phenomena and flowing blendable continual stimuli. As a result, people increasingly find
themselves immersed in modern technological games as if the games were part of
the regular flow in the streaming of life activities. In other words, these modern technological
games threaten to totally break down the barriers that exist between primary
experience and mediated experience. They
cause people to lose their normal perspective on when things really matter.
One
difference of course between video, computer and virtual reality games and real
life activities is that the phenomena in these new games lack mass, matter and
substance. They are infused with the experiential vacuum in which they
exist. So all the actions generated
within these vacuum environments, even though on some levels they appear to be
real life actions, result in no making, receiving or preserving of organic
imprints. These actions neither help a
person to feel fully alive nor to prepare for death.
Except
for professionals, who are relatively few, games, in general, are meant for
most people to be a kind of metaphorical rehearsal for external world
life. When people start treating games
as life, then the reverse becomes true as well.
Life becomes a game. People start
to manipulate one another as if they were simply defined discrete pieces on a
game board or else playing cards. Other
people can be disposed of easily, much the same as game pieces or cards. In a game, a person cannot afford to form a
deep-bonded relationship with a particular piece or a particular card. Relationships with game pieces and cards are
contingent, much as they increasingly are with humans in modern technological
society. A piece or a card is kept by a
player only as long as it is useful to advancing a person’s game strategy. The same is true today in people’s attitudes
in the external world, whether it relates to a person moving up a corporate
ladder or making a sexual conquest.
People today tend to relate to other people not so much for forming a
meaningful relationship, but instead for some extrinsic utilitarian goal. Game competition begins today when one is strategizing
to get one’s kids in the right kindergarten.
When
most or all interactions in life become implicit competitions, real sustained
bonding and intimacy becomes very problematic.
When one feels a constant need to strategize in order to survive, it
becomes very difficult to feel grounded in one’s living environment and in
oneself. Stress balloons. Life becomes very uncomfortable. It really is important to keep a barrier between
the world of life and the world of games, which is simply a reduction of life
to certain particular aspects. It really
is important if we want to prevent society from fragmenting apart and us as
individuals with it.
No comments:
Post a Comment