Paolo Pedercini's Perspective on Computer Games
Paolo Pedercini states that computer games have a compulsion for efficiency and control and that they are a form of aesthetic rationalization. According to Pedercini, rationalization is the form of replacement of traditions and customs as motivators of human conduct in seeking quantification and calculation. Consequently, Pedercini acknowledges and agrees with Max Weber that the rise of bureaucracies and the origin of the industrial organization of production in the 20th century were as a result of rationalization. He says the same economy of scale and efficiency that informed the modern architecture and modern factories has been bypassed by the principle of scientific management and modification which are being applied more than ever.
Rationalization and Industrialization
Pedercini states that industries dealing with commerce, food production, and consumption relied on cultural specificity, and outsourced manufacturing has been bypassed by mechanized factories. Pedercini argues that rationalization, industrialization and the principles of scientific management are in use more than ever as they majorly focus on efficiency and quantity. He states that in food production and consumption, monoculture and McDonaldization have taken over while in distribution and commerce has taken up Wal-martization which is more like franchising. Cultural specificity is no longer the way to go while monoculture in capitalism is viewed as myopic and not sustainable. Pedercini notes rationalization has affected our day to day lives in that even our relationships are being run on online platforms like social media and to an extent online dating. In addition to this, even our education system is has been reformatted around quantitative assessment and mechanical reproducibility.
Computer Games as Technologies of Control
Pedercini aims to show how all these are connected to video games because they are technologies of controls and quantification. Technology is still informing the nature of computer games. Artful depiction by computers is biased because they are reinforced on certain assumptions and mind tests. He says that from a machine everything is mathematically defined and inclined towards one side. Pedercini argues that computer games are goal-oriented and thus the elements and relationships within them tend to be a mere means to an end. In addition to the game, he says that historical games on civilization portray ancient histories as imperialistic non-state devoid of any tradition and system.
The Efficiency of Skill-based Video Games
According to Pedercini, skill-based video games like arcade and first-person shooters have no room for creativity as they demand efficiency of movement within a clockwork environment. Games like Tetris are a perfect example of rationalization as they are based on the systematic theme of order versus disorder. Pedercini claims that video games have instrumentalized interpersonal relations where characters in a game are either enemies or friends and only exist as a binary role. He observes that even in Pokémon, animal companionship is somewhat twisted to a fight. Pedercini also notes that games like Farmville have amassed large numbers of followers while they run their games on a rationalized ideology. Their themes are purely managerial and how to improve on-farm expansion, requiring the player to juggle between in-game time and off game time, which in actual sense symbolizes labor.
The Rise of Gamification
Pedercini argues that gamification has an attribute of quantitativeness that operates on a reward system to gain more online content generation. Pedercini states that gamification is the object of desire of contemporary capitalism and that it's the new frontier in the rationalization of our lives. Pedercini says that gamification is a fantasy of the measurement of the immeasurable lifestyle, effects, reputation, and self-esteem.
Agreeing with Pedercini's Perspective
One may agree with Paolo Pedercini that rationalization has formed the core of our day-to-day lives where we nowadays calculate work done regarding quantity over quality. We are more engrossed in mass production and continually trying to improve efficiency and control. As human beings, we have been conditioned to and have been addicted to video games such that we want to manage time and resources just like in the video games. I also agree that Video game creators have instrumentalized interpersonal relationships into two characters only where there is love and hate, friend or enemy. However, I find it that it would be better if some of these interpersonal games would seek to bring out the real nature of relationships where all variables are present. There are variables like love, hate, anger, despite joy, happiness, and sadness all in one character.
Moving Beyond Problem-Solving Games
Pedercini faults video game creators only making problem-solving games. He urges them to create problem-making games which are inclusive of the ups and downs of this life and not those ideal situations presented in most games. Pedercini goes ahead to point out that new strategies like poetry, gear, and valves to grow hair and other algorithms should be introduced in video games. I agree with this kind of thinking because then video game players and fans will have moments that provoke and encourage them to look at real-life situations. Technological advancements are being formulated every day and video games, though a source of entertainment, should also be educative, creative and at the same time thought-provoking.
Works Cited
http://www.molleindustria.org/blog/videogames-and-the-spirit-of-capitalism/