{"title":"Playing Pandemics","authors":"Andrew Gilbert","doi":"10.1215/00138282-10293118","DOIUrl":null,"url":null,"abstract":"Abstract:This essay analyzes the 2007 board game Pandemic in light of the COVID-19 global pandemic. The essay explores the connections between the reality of Pandemic and the play of COVID-19. To do this, it uses Ian Bogost's interpretation of systems (both real and imagined) to invite a dialectic of reality and game simulation. The interaction of such systems, in a game whose theme became real, highlights a major tenet of game studies—the borders between reality and games are thin, blurred, and mobile, if they exist at all. Games, in their simulation of the real, are mimetic, and, in turn, reality has become gamified. The essay examines the board game and highlights its mechanics, which include cooperation and mitigation of risk. It also explores how the game and reality blur their borders in this instance of play, inviting further study into the ramifications of simulated games and the fantasy of the real.","PeriodicalId":43905,"journal":{"name":"ENGLISH LANGUAGE NOTES","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ENGLISH LANGUAGE NOTES","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1215/00138282-10293118","RegionNum":4,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LITERATURE","Score":null,"Total":0}
引用次数: 0
Abstract
Abstract:This essay analyzes the 2007 board game Pandemic in light of the COVID-19 global pandemic. The essay explores the connections between the reality of Pandemic and the play of COVID-19. To do this, it uses Ian Bogost's interpretation of systems (both real and imagined) to invite a dialectic of reality and game simulation. The interaction of such systems, in a game whose theme became real, highlights a major tenet of game studies—the borders between reality and games are thin, blurred, and mobile, if they exist at all. Games, in their simulation of the real, are mimetic, and, in turn, reality has become gamified. The essay examines the board game and highlights its mechanics, which include cooperation and mitigation of risk. It also explores how the game and reality blur their borders in this instance of play, inviting further study into the ramifications of simulated games and the fantasy of the real.
期刊介绍:
A respected forum since 1962 for peer-reviewed work in English literary studies, English Language Notes - ELN - has undergone an extensive makeover as a semiannual journal devoted exclusively to special topics in all fields of literary and cultural studies. ELN is dedicated to interdisciplinary and collaborative work among literary scholarship and fields as disparate as theology, fine arts, history, geography, philosophy, and science. The new journal provides a unique forum for cutting-edge debate and exchange among university-affiliated and independent scholars, artists of all kinds, and academic as well as cultural institutions. As our diverse group of contributors demonstrates, ELN reaches across national and international boundaries.