第一财经

"Training Machines or Carnival Guerrillas? A Clash of Ideas about Games"

原文:规训机器还是狂欢游击?一场关于游戏的思想对撞

Summary of Key Points

This article discusses a debate between two scholars regarding the topic of "games and algorithmic control": Alexander Gallovay argues that video games represent a "perfect control mechanism" in an algorithmic society, where players' active participation is essentially a form of compliance with established rules; Miguel Sicart, on the other hand, sees "play" as a tool for individuals to resist the domestication by algorithms, reclaiming their agency through the deconstruction of these rules. By comparing their core perspectives and the focus of their argument, and drawing parallels with real-world scenarios such as the gig economy and corporate management, the article explores possible paths for individuals to defend their dignity in the age of algorithms—while maintaining the courage for "play without a specific purpose," one must also remain vigilant against the system's attempts to assimilate them.

The Core Contradiction Between the Two Scholars: Are Games a "Control Mechanism" or a Tool for "Rebellion Through Play?"

  • Gallovay's "Cold Perspective": Games as Simulators of Algorithmic Control

Gallovay builds on the theory of "control society," suggesting that control has evolved from physical constraints (prisons, factories) to invisible forms (code, data), and games embody this transformation. He argues that although games appear to require player interaction (button pressing, movement), every action must conform to an underlying code's "protocol." Compliance leads to rewards (level-ups, power-ups), while violation results in punishment (death, errors). Players think they are playing games, but in reality, they are being trained by algorithms to become compliant tools. The optimization of resources and the competition for KPIs in games mirror the alienation experienced in the workplace, even leading to a "cyber skin" that adapts to algorithmic exploitation.

  • Sicart's "Hot Rebellion": Play as an Instinct to Deconstruct Rules

Sicart goes beyond the rules of games themselves, emphasizing that play is a fundamental human instinct. He believes that activities like using chairs as castles or playing on sidewalks break the fixed functions of objects (chairs for sitting, sidewalks for displaying power), redefining their meaning. In an era when algorithms seek to turn humans into efficient "screws," such purposeless and playful actions serve as a sharp tool against homogenization, resisting the supremacy of efficiency.

Four Key Points of the Debate: Who Really Holds the Power?

1. Ownership of Agency: Are You a Subject of Algorithmic Control or a Player in Play?

  • Gallovay: Players' "free will" is an illusion; every action serves to reinforce the algorithm's self-validation (you think you are playing the game, but the game is actually controlling you).
  • Sicart: Even strict rules cannot suppress the instinct to play; players can use unconventional methods (like exploiting bugs or avoiding optimal strategies) to break free from control.

2. The Nature of the World: Are Games a Reflection of Reality or a Context for Play?

  • Gallovay: Games are not a utopian escape but a reflection of late-stage capitalism, with rules and KPIs mirroring data exploitation.
  • Sicart: The most authentic reality lies in the specific context of play—when a chair is used as a castle, it becomes a castle, representing a higher level of existential truth than physical reality.

3. The Effectiveness of Rebellion: Are Micro-Level Actions Genuine Breakthroughs or Feigned Deviations?

  • Sicart: He praises micro-level actions (e.g., riders using location-based loopholes to assign orders, employees being distracted at work) as a form of "symbolic guerrilla warfare" that can fight against the dominance of efficiency.
  • Gallovay: These actions are merely tactics for the system to incorporate into its structure; game companies leave bugs in their code, allow mods, and short videos may satirize algorithms, all with the aim of keeping users more engaged with the system, turning rebellion into capital for the platform.

4. Anti-Gaming: Should We Destroy Rules or the System Itself?

  • Gallovay proposes "anti-gaming" as a strategy that involves attacking the infrastructure (e.g., manipulating game engines to disrupt visuals, reducing dopamine release). Only by rendering the system inoperable can we uncover the true nature of power.

Real-World Examples of Sicart's "Symbolic Guerrilla Warfare"

The article provides several examples:

  • Gig Economy: Riders' Jargon and Self-Help

Food delivery riders use coded language to communicate with each other, avoiding algorithmic monitoring.

  • Corporate Management: Young Employees' "Paid Procrastination

In response to strict KPIs and gamified management, employees devise tactics (e.g., pretending to be online, using scripts for automated responses) to circumvent efficiency demands.

These examples illustrate Sicart's idea of "reappropriating the world"—using our bodies and actions to assign new meanings to a world coded by algorithms.

Gallovay's Caution: Will the System Devour All Forms of Rebellion?

Gallovay believes that micro-level rebellions will eventually be absorbed by the system:

  • Jargon used by riders can be recognized and used to optimize algorithms; procrastination techniques may lead to more stringent monitoring.
  • Open-source movements and "prompt engineering" (seen as forms of intellectual rebellion) actually feed into the self-improvement of large models, making algorithms smarter with each creative command.

The system never fears rebellion; it thrives on it, using it to become even more sophisticated.

The Way Forward: Combining the Courage for Play with a Sense of Agency

The article concludes that individual dignity requires a balance between these two approaches:

  • Sicart's Courage: Maintaining the instinct to play without a specific purpose, such as occasionally deviating from optimal paths or using humor to break the monotony of rules.
  • Gallovay's Vigilance: While using systems, creating areas that algorithms cannot predict—e.g., not uploading all personal data, rejecting the quantification of life, and avoiding being completely formatted into numerical indicators.

This is not about cutting off all connections but about preserving a space for human agency within an algorithmic world.

(Note: The two books mentioned in the article, *Algorithms in Games* and *What Makes Play*, were published by China International Broadcasting Press in 2025 and 2026, respectively. Readers interested can delve deeper into these topics.)