Games of Empire review in the Global Sociology blog
This connection is pretty obvious to make, after all, virtual games, along with the computer and the Internet, were products of military research. And more than just universes where otakus spend their lonely lives, virtual environments have gone legit by being used in the corporate world as training and surveillance tools.
Of course, Dyer-Witheford and de Peuter go over Hardt and Negri’s conceptual apparatus and provide some clear definitions and examinations, especially Empire (the planetary regime of economic, military and technological power with no outside) whose global governance is multilayered, involving global institutions, nation-states and various agencies. The counterreaction to the power of Empire is Multitude, which covers all the forms of activism that, also in a multilayered and decentralized fashion, challenge the logic and processes of Empire. This is TINA (there is no alternative) versus AWIP (another world is possible).
A major process of empire is its capacity to extract energy from its subjects: as workers, as consumers, as soldiers, and as gamers, through immaterial labor, that is, the labor that involves use of information and communication and produces the affective component of commodities. Immaterial labor reveals the centrality of marketing, advertising and media in creating new products and managing workplaces that produce them.
Why virtual games?
“Virtual games are exemplary media of Empire. They crystallize in a paradigmatic way its constitution and its conflicts. Just as the eighteenth century novel was a textual apparatus generating bourgeois personality required by mercantile colonialism (but also capable of criticizing it), and just as twentieth-century cinema and television were integral to industrial consumerism (yet screened some of its darkest depictions), so virtual games are media constitutive of twenty-first century global hypercapitalism and, perhaps, also lines of exodus from it.” (xxix)