Abstract

ABSTRACT In recent years, gamification has been widely implemented for sharing knowledge about, making sense of, and imaging futures. This article considers how gamification could be mobilised as a feminist method of futures. It presents a case study of making the idle game Square Cat in which a cat destroys and devours the entire earth. Much of the existing work on gamification examines games and gamified apps that have already been produced. The case study offers different insights into gamification practices by providing an account of the process of designing and developing an experimental game. Square Cat makes visible and bodily felt the ambiguous affective dynamics of the asset-driven logic of late capitalism, and how it shapes human-environment relations. It parodies the embodied habituation of repetition and reward feedback, dramatises idle games’ structure of accumulation, and rejects the narrative of linear progress. In so doing, it reworks the binary logic of game and asks to entertain a form of play where the relation between winning and losing, subject and object, becomes confounded, and where futures are multiple even as the game’s beginning and end appear predetermined.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call