Thursday, February 29, 2024
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Life as a video game


ACCORDING to the experts, the trend of ‘gamification’ has potential to revolutionise every aspect of our lives.

Gamification is defined as ‘the application of typical elements of game playing to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service’.

Gamified environments build on incentives including points, badges and scorecards to encourage participation by players through virtual personalities they create called avatars. This has already been rolled out to children in educational systems, with other anticipated uses ranging from finance and retail, to dating and medical services.  

One theory is that ‘the gamification of the entire digital world will incentivise more and more people to drop from the physical world into the digital one’. 

Rather like the ancient Romans were pacified by ‘bread and circuses’ it seems that the new generation of tech-addled youngsters are about to be hypnotised by gamification. The Roman analogy has been highlighted in terms of the ruling elites in British government, but only through a partnership with the fiercely powerful cabal of global tech companies can full hegemony be achieved over the masses alongside elected leaders and unelected bureaucrats (most notably quangos).

Quite what the larger societal impact of this will be remains to be quantified. My sense is the pros are far outweighed by the cons. Given that the West’s cultural trajectory over the last 100 years (since the interwar period) has entailed a steady and ultimately seismic leftward shift in most foundational institutions (particularly education, arts and recently more hardcore ones such as tax policy, policing and healthcare), it is easy to predict that gamification will be used further to dismantle traditional structures. Conservative values will be rejected in favour of more progressive, woke ideologies (such as critical race theory).

In his seminal book The Long March: How the left won the culture war and what to do about it’, Marc Sidwell discusses how Britain’s institutions have been hijacked by the Left. The inspiration for such expropriation of British and American institutions by wokists was derived mainly from the 19th century Italian Marxist Antonio Gramsci, who wrote his best-known works whilst incarcerated during his final years of life under the Mussolini Regime. Gramsci is viewed today as the father of Cultural Marxism

On the basis of upheaval of traditional norms (such as gender stereotypes) Gramsci’s followers initiated their long march through the West’s cultural institutions via a process of dismantling the power structures (such as patriarchy) which were standing in the way of a fully fledged Communist revolt in urban as well as agrarian economies.

It would seem that once the major cultural institutions have been brought to heel, a final step in seizing traditional means of cultural control would be radically to alter not just what people think, but how they think. Gamification seems a pretty useful tool (even if currently a blunt one) to accomplish such a monumental task.

If a series of apps on your phone can bring almost every aspect of your life into the sphere of a video game, what is left within the sanctity of individual responsibility? Essentially the harnessing of all human experience inside the gambit of sport leads to us standing on a precipice attempting to peer out into the dark cavern of nihilism where digital and physical worlds collide. It’s only a matter of time until the foolish person takes a great leap forward into the void.

In this case the abyss consists of losing a real-life identity where nothing stands still, and no rules apply. Gendered pronouns as an outgrowth of the Patriarchy have no place in a gamified environment whether in the metaverse or the omniverse, where you can be so unconstrained by nature’s diktats as to lose all semblance or purpose or meaning. No divine Creator or even nature governs such a realm, as you can be anyone at any time and anywhere in that virtual made-up world as it seeks to engulf our collective existential reality.

Indeed, once complete digitisation is achieved, all that is needed for Marxism to take hold is a flick of the switch, plus some bread and circus.

Thanks, but I’ll stick to classic cinema instead.

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Bridget Jones 2024
Bridget Jones 2024
Bridget Jones

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