I read Mark Fisher's excellent little book Capitalist Realism this week. It's a short book long on insights, many of which provoked me, some of which I disagreed with, and a few of which I want to share. Here's the first of the latter kind, from a discussion of the post-disciplinary nature of contemporary higher education.
Ask students to read for more than a couple of sentences and many—and these are A-level students mind you&mash;will protest that they can't do it. The most frequent complaint teachers hear is that it's boring. It is not so much the content of the written material that is at issue here; it is the act of reading itself that is deemed to be "boring." What we are facing here is not just time-honored teenage torpor, but the mismatch between a post-literate "New Flesh" that is "too wired to concentrate" and the confining, concentrational logics of decaying disciplinary systems. To be bored simply means to be removed from the communicative sensation-stimulus matrix of texting, YouTube, and fast food; to be denied, for a moment, the constant flow of sugary gratification on demand.
It's a convincing account, for me. Not to mention a retrospectively obvious one. How often do we hear complaints of boredom and misread them for gripes about the material rather than the experience? Often the students themselves help confuse the situation by partaking in orthogonal acts of commensurate challenge in a different domain.
Yet, as Fisher points out, when students "want Nietzsche in the same way that they want a hamburger" they miss the fact that "the indigestibility is Nietzsche." Most of the time, institutions acquiesce. We now plan for, attend retreats on, or write grants in support of "new pedagogies" to staunch the disciplinary bleeding or (more frequently) to muster new methods that would deliver stimulations "more compatible" with today's "changing media environment."
I'm well aware that videogames are often among the so-called salves to educational ills, and I'll draw attention to the fact that in all of my lectures over the past year or two on the topic, I go to great lengths to contrast the difficult unobviousness of (good) games from the saccharine immediacy of the very digital media technologies that usually motivate institutional interest in pedagogical reform.
To put it differently, a good Nietsche videogame might be just as "boring" as a text; just in a different way—one that focused more, for example, on a system of thought.
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