The Race Card
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Published By NYU Press

9781479868551, 9781479805686

The Race Card ◽  
2019 ◽  
pp. 113-137
Author(s):  
Tara Fickle

This chapter radically revises our understanding of game studies’ conceptual foundations by revealing the Orientalist assumptions embedded in Johan Huizinga’s Homo Ludens (1938) and Roger Caillois’s Man, Play, and Games (1958). These founding fathers’ discussions of play as a liberating “magic circle” have been endlessly cited, excerpted, and romanticized, most recently by popular and academic rhetoric extolling video games as the cure for a “broken” and alienating twenty-first-century reality. Unsurprisingly, contemporary scholars have regarded the patronizing and exotifying references to Japan and China which crop up nearly from the very first pages of these tomes as embarrassing but irrelevant signs of the times. Recontextualizing these early chapters within the longer and rarely read remainders of both monographs, however, reveals that those initial ludic schemas were in fact the raison d’être for an elaborate ethnocentric sociology that rationalized the cognitive and cultural inferiority of nonwhites by ranking them according to the “primitivity” of their play. Showing how these theorists legitimized their taxonomies by naturalizing fantasies of a ritualized, stagnant East and an innovative, rational West, this chapter demonstrates that Orientalist discourse was not tangential but essential to the seemingly global theories of play that form the basis of modern game studies.


The Race Card ◽  
2019 ◽  
pp. 79-108
Author(s):  
Tara Fickle

This chapter uses games of chance to illustrate the overlooked kinship between the appeal that hardworking Asian Americans held for white sociologists and the appeal that gambling held for Asian Americans. In other words, the chapter emphasizes again the formal symmetry between the way both parties were using gambling to try to rationalize larger paradoxes in cultural theories of race and economic mobility by reframing immigration and social mobility as a risk-taking opportunity. Gambling served an ideational narrative function that is made clear through its representations in both literary and journalistic fictions of the model minority. The model minority myth was, from that perspective, essentially a racialized version of the gambling narrative, wherein Asian Americans modeled a new way of representing and explaining the relationship between past and future, merit and heredity.


The Race Card ◽  
2019 ◽  
pp. 47-76
Author(s):  
Tara Fickle

This chapter argues that the lay understanding of games as fair and unbiased allowed World War II military officials to invoke game theory to resolve the thorny contradictions of imprisoning American citizens on racial grounds. A branch of applied mathematics which would eventually form the backbone of U.S. Cold War foreign policy as a “scientific” means of predicting enemy behavior, game theory has often been considered a defining discourse of Cold War America. Juxtaposing internment-era novels and military correspondence alongside game theory textbooks and popular media accounts, this chapter reveals, however, that a decade before it was applied to the “red menace,” a prefiguration of game theory amplified and then neutralized the threat posed by the “inscrutable intentions” of one hundred thousand Japanese Americans by reframing their fervent claims of U.S. loyalty as little more than a bluff.


The Race Card ◽  
2019 ◽  
pp. 177-198
Author(s):  
Tara Fickle

This chapter examines recent controversies over internet addiction and Chinese gold farmers, players of World of Warcraft who make a living acquiring in-game virtual currency and selling it for real money to (mostly Western) players looking to accelerate the tedious “grind” of the leveling-up process. The chapter shows how “cheap play” has been revived as a tool for condemning Chinese “cheap labor,” powerfully informing how internet game addiction is itself culturally and spatially represented in popular and psychiatric discourse. Using Cory Doctorow’s story “Anda’s Game” as a case study, it considers how twenty-first-century American anxieties about ludic immersion, compounded by the nation’s own destabilized position in the global economy, have led American game developers as well as medical professionals to pathologize gold farming as exclusionists had Chinese gambling: as symptomatic of an “Asian” psychosis that fails to respect normative boundaries between play and work, virtual and real world.


The Race Card ◽  
2019 ◽  
pp. 33-46
Author(s):  
Tara Fickle

This chapter uncovers the influential role of gambling in the passage of late nineteenth-century immigration laws barring Asian laborers. Although historians have long treated Asian American gambling as a minor phenomenon or exaggerated stereotype, gambling was a significant source of recreation and revenue for Chinese American communities and, further, took center stage in exclusion debates. Exclusionists depicted Chinese Americans as “inveterate gamblers” and dissolute cheaters whose “cheap labor” constituted not only unfair competition for other immigrant laborers but an affront to the “fair play” on which U.S. democracy was ostensibly founded. This chapter analyzes the congressional and literary record of these debates to show how ludo-Orientalist rhetoric crucially elevated economic arguments to the transcendent realm of ethics and ideals. By aligning (white) American values with ludic ideals and Asian immigrants with the degradation of these ideals, exclusionist rhetoric weaponized Asian Americans’ association with gambling, a process made possible in part through the “misreading” of satirical works like Bret Harte’s “The Heathen Chinee.” This first chapter also sets the stage for the rest of the book by showing how Orientalist fictions about Asiatic threats are inextricable from national fictions about the United States as an idealized game space.


The Race Card ◽  
2019 ◽  
pp. 138-174
Author(s):  
Tara Fickle

This chapter uses the mobile game Pokémon GO as a case study of how video game developers have successfully harnessed the self-centering power of ludo-Orientalism, using augmented reality and GPS technology to construct virtual spaces ripe for playful exploration as well as economic exploitation. In focusing on Nintendo’s sophisticated marketing and aesthetic strategies to erase all signs of Japanese “cultural odor” from its games, scholarly appraisals of the Pokémon franchise have largely followed the traditional reduction of race to an explicit visual or linguistic feature of games. This chapter instead uses Pokémon GO’s seemingly inadvertent exposure of U.S. racial fault lines as an opportunity to explore how race is not erased but rather embedded in the game’s disorienting technology. It reveals the unacknowledged legacy of Japanese racial ideologies, imperialist ambitions, and atomic history that lurk beneath the game screen. The chapter argues that this illusion of ahistorical universality crucially buttresses the fantasy of Pokémon GO as a truly “free” game, masking the invasive and dehumanizing data mining structures that make it enormously profitable for its developers.


The Race Card ◽  
2019 ◽  
pp. 1-28
Author(s):  
Tara Fickle

The introduction traces the book’s main argument and previews its structure. It begins with a discussion of the mobile game Pokémon GO to illustrate popular games’ key role in the construction of modern racial fictions and emphasize the need for a more syncretic methodological approach to such cultural artifacts. After delineating the book’s particular focus on Asian and Asian American topics, the introduction situates the book within the broader fields of game studies, Asian American studies, and literary studies. It introduces a master concept, ludo-Orientalism, and offers an overview of how it functions as a nation-building discourse that defines America and the “West” in relation to abstract game ideals of fairness and freedom, shaping how East-West relations are imagined and reinforcing notions of foreignness and perceptions of racial difference


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