Gamification and the Ambiguities of Digital Play in Contemporary Fiction.

Uncertainty and ambiguity are central dimensions of play. In video-game design and experience, they are dramatically amplified by the material uncertainties built into digital technologies. This article explores the ways in which contemporary fiction imagines and negotiates the ambiguity of digital...

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Published in:Substance: A Review of Theory & Literary Criticism Vol. 54; no. 3; pp. 34 - 53
Main Author: Caracciolo, Marco
Format: Literary Criticism
Published: Johns Hopkins University Press 2025
Subjects:
Online Access:View this record in EBSCOhost
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        atl: Gamification and the Ambiguities of Digital Play in Contemporary Fiction.
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        au: Caracciolo, Marco
        affil: Ghent University
      su:
        Gamification
        Modern literature
        Video game design
        Digital technology
        Sutton-Smith, Brian, 1924-2015
        Tomorrow & Tomorrow & Tomorrow (Book : Zevin)
        Zevin, Gabrielle
        Playground (Book : Powers)
        Powers, Richard, 1957-
        21st century (Literary period)
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          Gamification
          Modern literature
          Video game design
          Digital technology
          Sutton-Smith, Brian, 1924-2015
          Tomorrow & Tomorrow & Tomorrow (Book : Zevin)
          Zevin, Gabrielle
          Playground (Book : Powers)
          Powers, Richard, 1957-
          21st century (Literary period)
      ab: Uncertainty and ambiguity are central dimensions of play. In video-game design and experience, they are dramatically amplified by the material uncertainties built into digital technologies. This article explores the ways in which contemporary fiction imagines and negotiates the ambiguity of digital play. Building on Brian Sutton-Smith's play theory, I examine how the literary imagination invokes, combines, and opposes many of the discourses that coalesce around play in contemporary culture. Discussing fiction's engagement with both video-game design and larger gamifying trends, I show that play serves as a complex signifier of creative freedom, spiritual aspirations, but also moral crisis and loss of agency. My two examples—Gabrielle Zevin's Tomorrow, and Tomorrow, and Tomorrow (2022) and Richard Powers's Playground (2024)—frame the ambiguity of digital play in relation to different forms of vulnerability: personal anxieties relating to illness and disability in the former novel, fears of ecological crisis and AI-driven societal collapse in the latter. The epistemological and affective challenges of play are thus primarily understood in interpersonal terms in Zevin's narrative, whereas Powers links them to the novel's formal "trick" of a covert AI narrator.
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