Posted in Reading, Teaching, Writing

And the Point is . . . Game Over: Pecking away at Sam Anderson’s “Just One More Game . . .”

In “Just One More Game . . . ,” journalist and critic Sam Anderson examines the appeal of hand-held video games—Tetris and its offspring—observing the concurrence of the crumbling of the Berlin Wall and Japanese game-maker Nintendo’s introduction of the Game Boy, the hand-held device that freed gamers to play wherever they chose. No longer were they confined to play within the walls of rec rooms and arcades.

The theme of walls that Anderson introduces in his opening paragraph is one he returns to with considerable effect. So effective is his thematic approach that readers who first encountered his essay in The New York Times Magazine were unlikely to notice the apparent absence of a thesis. However, for students and teachers who are introduced to Anderson’s essay in the pages of The Norton Field Guide to Writing, the choice to present it as a model textual analysis is a puzzling one. In the commentary that follows Anderson’s essay, the textbook’s authors note that “[h]e interprets the ‘gamification’ of American culture positively and provides evidence from experts as well as the games themselves” (110), but what the authors cite as textual evidence from experts are in fact alternate takes on an obsession for which Anderson is clearly ambivalent.

Early in his essay, when Anderson first applies the term “stupid games” to Tetris and its progeny, he notes that he uses that moniker “half descriptively, half out of revenge for all the hours I’ve lost to them” (106). Evidence of Anderson’s love-hate relationship with so-called stupid games recurs in the paragraphs that follow, where he deftly places hand-held games in cultural and historical context, turning to Monopoly, Risk, and Twister as the products of the Great Depression, the Cold War, and the Sexual Revolution, respectively. From those popular, pre-digital games, Anderson shifts his attention back to Tetris, observing that “[i]t was invented exactly when and where you would expect—in a Soviet computer lab in 1984—and its game play reflects this origin” (106). Thus, Anderson illustrates how Tetris, too, is a product of its time and place. But his close examination of Tetris that follows does not function solely to provide more cultural and historical context, it also serves as an opportunity for Anderson to return to his theme of wall-building and to vent the frustration that serves as his refrain:

The enemy in Tetris is not some identifiable villain [. . .] but a faceless, ceaseless, reasonless force that threatens constantly to overwhelm you, a churning production of blocks against which your only defense is a repetitive, meaningless sorting. It is a bureaucracy in pure form, busywork with no aim or end, impossible to avoid or escape. And the game’s final insult is that it annihilates free will. Despite its obvious futility, somehow we can’t make ourselves stop rotating blocks. Tetris, like all the stupid games it spawned, forces us to choose to punish ourselves. (106)

In the second part of his essay, Anderson turns away from the cultural and historical context of games to the perspectives of game designers, not to provide textual evidence for his thesis—which still isn’t clear—but instead to offer points of contrast. In response to game designer Jane McGonigal’s claim that games are “a gateway to our ideal psychological state” (108), Anderson writes that “[a]lthough there is a certain utopian appeal to McGonigal’s ‘games for change’ model, I worry about the dystopic potential of gamification” (109). Anderson contrasts his concerns with the observations of a second game designer, Frank Lantz, noting that he “seem[s] undisturbed by the dark side of stupid games” (109), and pronounces them “far too fragile and complex to be engineered by corporations” (109).

In the final paragraph of his essay, Anderson cites a third game designer, not to support his thesis but, instead, finally, to introduce it. He follows Sid Meier’s definition of a game—“‘a series of interesting choices’” (110)—with his response: “Maybe that’s the secret genius of stupid games: they force us to make a series of interesting choices about what matters most, moment to moment, in our lives” (110). And so he ends his essay with his thesis. Game over.

Fig. 1: Graphic representation of textual analyses (W.W. Norton)

Presenting an additional perspective on games, responding to it, and returning to the theme of wall-building are all effective moves to make in a conclusion and are ones that frequently appear in lists of rhetorical strategies for closure. For that reason, Anderson’s conclusion stands as a valuable model. Yet the essay’s inclusion in The Norton Field Guide to Writing as a model for textual analysis remains troublesome, especially considering the graphic representation for organization that follows. In the graphic for a thematically organized textual analysis (fig. 1, row 1), the thesis appears in the first part of the three-part structure, not in the third part—and certainly not in the last lines of the essay, as Anderson’s does.

His essay is better suited for one of the textbook chapters devoted to mixed-genre writing. There, in Chapter Twenty-one or Sixty-nine, “Just One More Game . . .” could serve an example of an essay that blends the textual analysis essential to many arguments, with the questioning, speculative tone that’s a key feature of reflection. Anderson reflects on stupid games, in his conclusion, realizing that they “are also about a more subtle and mysterious form of wall-building: the internal walls we build to compartmentalize our time, our attention, our lives” (110). Relegating writing to a category, as textbooks do, is another form of wall-building. Pointing out the misplacement of Anderson’s “Just One More Game . . . ” isn’t a call to tear them down but rather an argument for launching Anderson over the wall, angry bird that he is.

Works Cited

Anderson, Sam. “Just One More Game . . . : Angry Birds, Farmville, and Other Hyperaddictive Stupid Games.” The Norton Field Guide to Writing with Readings and Handbook. 4th ed., by Richard Bullock, Maureen Daly Goggin, and Francine Weinberg. Norton, 2016, pp. 105-110.

Bullock, Richard, Maureen Daly Goggin, and Francine Weinberg. Commentary. “Just One More Game . . . : Angry Birds, Farmville, and Other Hyperaddictive Stupid Games” by Sam Anderson. The Norton Field Guide to Writing with Readings and Handbook. 4th ed., by Richard Bullock, Maureen Daly Goggin, and Francine Weinberg. Norton, 2016, p. 110.

—. Ways of Organizing a Textual Analysis: A Graphic Representation. The Norton Field Guide to Writing with Readings and Handbook. 4th ed. Norton, 2016, p. 123.

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