The Video Game Industries' Hidden Curriculum: People Power and the Politics of Insurgent Consumerism
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governmentality
political economy
review bombing
social commerce
video games
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Abstract
Spaces of consumption have long been sites of tension and contestation between corporations and consumers. Since the late 2010s, review bombing has emerged as a persistent feature of this conflict. Originating primarily within the video game industries before being rapidly adopted for all manner of products, consumers practice review bombing to take action in response to perceived grievances by inundating products with negative online reviews to drive down their aggregate ratings. Online reviews have been touted as part of a shift in power from producers to consumers championed by the adoption of the logics of social commerce, and yet most consumers—and much of society—have been subjected to efforts of colonization and subjugation for the sake of data harvesting. Within this tension, review bombing has largely been problematized as a corruption of discursive norms, mirroring the conflicts playing out in other social and political institutions. This critical, qualitative study explores this tension by examining how consumers, reviewers, and review governors construct review bombing as part of a hidden curriculum of governmentality and, in the process, how they affect the ongoing process of modern capitalism. In particular, I demonstrate how these stakeholders intentionally and unintentionally collaborate in the continuing articulation, destruction, and rearticulation of what I argue to be the governmentality of social commerce. Data for this study come from walkthrough analyses of review aggregators and social commerce platforms like Steam and the Epic Games Store; discursive analyses of social media discussions, industry press, and consumer review policies; and years of ethnographic research in video game communities. Through this data, I argue that the sabotage and spectacle of review bombing invites rearticulations of and by power that do little to alleviate the frustrations of a consumer population weaned on democratic metaphors of consumption. This directly fuels an insurgent consumerism, a power-oriented activism carried out asymmetrically and directed at “regime” change within the video game industries.