Hey all,

Sorry for the long hiatus. I don’t know if you noticed, but I’ve made some significant changes to the site, both aesthetically and in terms of content. I’ve finally compressed my for-school blog into this site–including all of the past posts I did this semester–and will likely be doing both types of writing here from now on. I think the major changes are done, but I may be doing further tweaks, as I’m not quite sure how I feel about this aesthetic quite yet.

I hope to do my first post tomorrow, as a way to start the new year, but in the meantime, I hope everyone has a positive final day of the tumultuous 2016.


ENG 730: Play, Agency, and Activism

My main takeaway from this week’s readings concerns questions of agency. More specifically, I saw the possible tension between the human players and the nonhuman elements of the game through its rules or “procedural rhetoric.” This is the more localized interaction of agency. But, in a broader sense, one also has the agency of the designer, perhaps distributed into the game, and the agency of the larger ideologies and structures that further inform the designer.

Rather than a “magic circle” outside or “ordinary life,” as Huizinga would see it, playing a game is more of a crossroads or gathering where human and nonhuman open up a particular form of interacting, an “assemblage,” to use Deleuze and Guattari’s term, where larger experiences and practices may emerge and where the constitutive components, themselves, may also change. I want to argue more what I mean below, but first a quick note on agency.

I’m using agency here in the way that people like Bruno Latour, John Law, and Michel Callon have taken it up in work in Actor-Network Theory.  In this outlook, agency is more about the possibility of acting and interacting in the world a  certain way. Different actors have different possible actions, sometimes passive or active, sometimes sentient or insentient. A mug can hold liquids. A dog can bark or run. A human can generally perform a whole range of actions. And as different actors interact, link up, or break apart, argues Latour, both new actions, situations, materials, relations, etc., arise.

His famous gun example makes this clear. A gun alone cannot do much, though it can shine or exert weight on a table. Similarly, a human without a gun can’t shoot anyone, though they have a considerable array of possible actions. In order to shoot, the human must grab the gun, creating a gun-human hybrid, then decide to shoot.

Through this framework, I think one can see that the agency of the game rules presents a certain experience when the human players interact. But this agency is fraught and contested, and as Bogost and Flanagan discuss, it can be used for different things.

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