Workification

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Bridging Worlds is artist Eron Rauch’s ongoing series of in-depth articles on the curious places of connection between video games, contemporary art, and culture. This is the final part of a his long-form essay on workification.

Part 4: The Garden Of Digital Delights

In past installments of Workified Games I’ve looked at ways that video games, their fans, and their creators have been inundated by workaholic tendencies. In part three, I proposed that leisure could be a new ideal that could help inspire us escape the mire of workification. But lest this sound like an outsider being preachy and this series get pegged as some sort of partisan argument, I want to acknowledge that much of what I’ve been saying has been and remains part of video game fan folk wisdom across genres and communities. After all, what Animal Crossing player hasn’t cursed out Tom Nook at some point for being a loan shark/raccoon? What WoW player hasn’t grumbled about doing endless dailies to earn reputation? What Final Fantasy 8 player didn’t grumble about the bullshit way dungeon speed equates to gold earned? What young Minecraft player hasn’t been frustrated by having to burn a huge amount of time searching ever deeper for a rare material to build their whimsical castle? What Destiny player hasn’t griped about the other people on repetitious runs being like abusive coworkers?

Bridging Worlds is artist Eron Rauch’s ongoing series of in-depth articles on the curious places of connection between video games, contemporary art, and culture. This is part three of four of a long-form essay on workification.

Part 3: A Celebrating Spirit

The last installment of Workified Games explored how the tendencies to fetishize work in video games overlap deeply with definitions of workaholism. I also talked about how the moral mandate to be constantly productive permeates contemporary Western society, especially the technology sector. But what then precisely is the problem with video games’ focus on work? What is lost because of this obsession with accomplishment? After all, unless you’re of the radical anarchist mindset of Bob Black’s infamous call for “full unemployment,” most people, myself included, find doing a good job at work deeply fulfilling.

Bridging Worlds is artist Eron Rauch’s ongoing series of in-depth articles on the curious places of connection between video games, contemporary art, and culture. This is part two of four of a long-form essay on workification.

Part 2: The Grind Has Become The Feature

In the previous installment of this series I charted how video games have become entangled and infatuated with work. It might be easy to explain these predilections simply because work is a major part of many peoples’ lives. Or inversely this work-obsession could be video games striving to provide rational rewards as an antidote for lack of control at our day jobs. Similarly, not all games break when you try to approach them with exceptional or novel ways of playing (the now-infamous solo eggplant run in Spelunky being a fantastic example ). Still it remains the case that a large majority of games are obsessed with replicating work roles, structures, and attitudes.

Bridging Worlds is artist Eron Rauch’s ongoing series of in-depth articles on the curious places of connection between video games, contemporary art, and culture. Lovingly crafted for passionate audiences, these long-form pieces are perfect for Sunday reading alongside a warm beverage.

Part 1: Gotta Grind For Those Boots

I work too much, but like many Americans I find there are always bills to pay and projects to finish. Like many Americans, I also love to come home after a long day of work and unwind by playing video games, but lately this supposed transition from work to not-work seems like clocking out of one job and into another.