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Affective labour and quasi-objects in the creation of political subjectivity through Hnefatafl
This article explores the intricate interplay between affective labour, quasi-objects, and board games, spotlighting the ancient game of Hnefatafl. Leveraging Italo Calvino’s light/heavy distinction, we challenge the notion that games are mere lighthearted diversions, exposing their ideological weight. The discussion positions board games within the broader context of politics, culture, and media, presenting two fundamental propositions: first, that board games require affective labour from players to activate their political and ideological content; second, that games function as quasi-objects, as described by Michel Serres, which blur the line between subject and object and contribute to the formation of political communities. The article illustrates how these games reflect and reproduce social structures and hierarchies through the historical development of board games, from ancient race games to modern war games. The case study of Hnefatafl underscores the cultural and political significance of board games. It explores how the game’s rules and structure mirror and reinforce societal values, particularly in the context of Old Norse martial culture. This means that games reproduce society by feeding back on cultural realities, both reflecting and constructing them. It illustrates that through this cultural reflection, board games also designate communal values and individual status.
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