The relationship between care and video games is fraught. While the medium has the potential to allow players to meaningfully express and receive care, the cultural rhetorics that connect video games to care are often problematic. Even among game designers and scholars committed to social justice, some view care with hope and others with concern. Here, we identify and unpack these tensions, which we refer to as the ambivalent cultural politics of care, and illustrate them through three case studies. First, we discuss “tend-and-befriend games,” coined by Brie Code, which we read through feminist theorists Sarah Sharma and Sara Ahmed. Second, we address “empathy games” and the worrisome implication that games by marginalized people must make privileged players care. Lastly, we turn to issues of care in video game development. We discuss Telltale Games’ The Walking Dead series (2012–18) and strikingly care-less fan responses to recent employee layoffs.
This paper uses the findings of an investigation into the
/r/patientgamers subreddit to account for the ways that our leisure time and our play have
been assimilated by the logics of neoliberal, late capitalism. I do this by tracing classed
experiences of slowness as experienced by video game players. The figure of the patientgamer
was selected not just because of their protracted approach to video game consumption, but
because the grows out of a frustration with the financial and temporal costs to access
leisure. Through Foucauldian discourse analysis, two major themes were detected across a
number of posts which traced how many players tried, and often failed, to slow down their
lives in restful ways through their play and the conversations that emerged from the impulse
to treat their leisure time as work. Specifically, users’ nostalgia for their childhoods and
their anxieties around possessing a video game backlog are both emblematic of the way that
video game play has been made legible to capitalist logics such that any distinction between
labour and leisure becomes moot and attempt to lift from the patientgamer ethos some
potential ways that the work of play may be reframed to undercut logics of efficiency and
productivity. The case study of /r/patientgamers holds relevance not just for the study of
games and/as culture, but of how technocapitalism instrumentalizes all leisure and the
consequences felt by those who try to slow their rhythms of consumption but do so without
proper attention to issues of class and power.
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