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Victorian evolutionism and video games

Edward, Terence Rajivan
PhilArchive · Papers
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philosophy
Since the 1980s, British social anthropologists have been increasingly doing social anthropology at home, instead of or in addition to doing fieldwork in exotic societies (from our perspective). But strangely they have not devoted much attention to personal computers, which came into wider and wider use around the same time. Why is that? It is not that anthropologists are technology-averse, because they do write much about new reproductive technologies. My explanation is that social anthropology, for various anthropologists, is pursued like a game, in which there are more points for contributing to some topics as opposed to others (e.g. kinship, gift exchange), and it seems there are not many points to be scored by focusing on computers. But I feel this impression is not quite right. Victorian social anthropology involves specifying evolutionary stages for a society, such as Frazer's famous magic, then religion, then science. Video games provided the opportunity to test evolutionary stage hypotheses, by formulating some, e.g. there will be simple 2 dimensional shooting and tennis games, then more complex 2d games, and finally 3d games. ("Victorian evolutionism is too far in the past to appeal to; you need something better than this to manage these anthropologists"?)
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