If there is a weakness to McAllister's approach, it is that there
are moments when, despite itself, his grammar appears much more
structuralist than it is. In part, this is a function of one of
the strengths of the book: in his concern with introducing and explaining
the relationships between the various elements of his grammar, McAllister
is careful to subdivide each element into discreet areas of inquiry.
For example, to explain what he means by agents, he writes that
"there are four primary agent categories in the computer gaming
industry, each of which has many subtypes" (45). He does much
of the same thing to explain what he understands as influences,
writing that "[t]he five major influences on the computer game
complex are those that the complex itself imposes on culture"
(50). While this practice helps readers makes sense of his method,
there are moments when McAllister's emphasis on identifying "primary
types" (45) and "major influences" (50) suggests
an empirical taxonomy rather than the socially constructed categories
that are the sites of dialectical struggle and thus constantly being
revised. This disjunction is perhaps most problematic in Appendix
A of his book, where McAllister's presents the elements of his grammar
in a neatly spaced and proportioned diagram. The square edges and
the straight, sharp lines of this diagram stand in sharp contrast
to the second part of McAllister's book, where he employs his grammar
fluidly to read computer games like Black
and White.
A similar complaint can be made about McAllister's approach to dialectic,
ideology, and materiality. McAllister's definition of the dialectic
as "an existential condition in which struggle and change are the
only constants and to which all materiality is subject" (29) echoes
Judith Butler's view that matter is not a "site or surface, but
[. . .] a process of materialization that stabilizes over time to
produce the effect of boundary, fixity, and surface we call matter"
(9). Yet his claim that "[o]nly the dialectic is unhindered
by ideology, because its very motion is that of ideologies in constant
conflict" (31) is problematic in that it suggests that McAllister
is working from a definition of ideology that presupposes it (ideology)
as an essential part of a larger structure (the dialectic) that
transcends language. This is essentially the position that Louis
Althusser takes in his influential "Ideology and Ideological
State Apparatuses" when he argues that "ideology has no
history" (159). Using Freud's formulation of the unconscious
as a model, Althusser explains "If eternal means, not transcendent
to all (temporal) history, but omnipresent, trans-historical and
therefore immutable in form throughout the extent of history, then
I shall adopt Freud's expression word for word and write that ideology
is eternal, exactly like the unconscious" (161). Ideology,
like the unconscious, is thus an essential component of human experience
to Althusser.
While this view is compelling, it is important to consider the alternative
position that Jean Baudrillard presents in Simulacra and Simulation.
There, he argues that it is no longer possible to speak about ideology
because it is no longer possible to speak about the real. To
locate the "real conditions of existence" that are a crucial
part of Althusser's dialectical definition of ideology is to locate merely "a
representation of the imaginary relationship of individuals to their
real conditions of existence" (162). Baudrillard writes:
In the same way, it is no longer a question of the ideology
of power, but of the scenario of power. Ideology only corresponds
to a corruption of reality through signs; simulation corresponds
to a short circuit of reality and to its duplication through signs.
It is always the goal of ideological analysis to restore the objective
process, it is always a false problem to wish to restore the truth
behind the simulation. (27)
And it is here, in this sense of the "objective process" of McAllister's grammar that it would ultimately be a mistake to interpret his methodology as rigid or universal, even granting his taxonomy and the fixed proportions of the diagram in Appendix A. Rather, McAllister sees the game complex as a vast, socially constructed network of meaning-making and his methodology as one that exposes the mechanisms of power within it. McAllister's emphasis is on preparing scholars to approach the computer game complex as a socially constructed site of social, cultural, and political struggle. By implicitly providing a space for the examination of "real conditions of existence," the term ideology may suggest to some a point of stability—a larger truth—where perhaps there is none. But there are certainly others who would readily attack McAllister's post-structuralism for an even more materialist view of the computer game complex.
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