McAllister's Gamework: Language, Power, and Computer Game Culture
provides scholars with an extremely flexible heuristic method that
will help them come to terms with the computer games and the industries
that produce them, and in doing so, locate sites at which they can
influence this production, and therefore influence the direction
of the computer game complex. In this respect, McAllister's grammar
of gamework is as much an activist as an analytical method. It answers
the call that Jameson makes at the end of his chapter on culture
in PostModernism: The Cultural Logic of Late Capitalism,
when he states that what is needed is
An aesthetic of cognitive mapping—a pedagogical
political culture which seeks to endow the individual subject with
some new heightened sense of its place in the global system—will
necessarily have to respect this now enormously complex representational
dialectic and invent radically new forms in order to do it justice.
(54)
This is the strength of McAllister's approach. By providing scholars
with a grammar that allows them to make sense and therefore locate
themselves in relation to the otherwise contradictory networks
of cultural, economic and socio-political production that are implicated
in the computer game complex, it allows scholars to formulate a
critical identity, a position from which they can engage the computer
game complex in a critical conversation. As a part of this critical conversation, scholars may begin work that will transform
it into an institution that, as McAllister states in the epilogue
to his book, is more inclusive and culturally sensitive. In this respect, McAllister's GameWork:
Language, Power, and Computer Game Culture has the potential
to be useful not only to scholars who wish to understand the computer
game complex and the networks of production that surround it, but
to scholars who want to make sense of the more general question
of cultural production in the context of third-stage capitalism.
In particular, McAllister's book has a lot to contribute to the
critical conversations that surround new media. Although McAllister
does not explicitly address this subject in his book, his concern
with mapping the present-tense interplay of ideology, rhetoric and
dialectic within the computer game complex nevertheless provides
an alternative approach to the positivistic discourse that marks
attempts to define new media and to come to terms with its economic,
cultural, and socio-political significance.
|