No Work 1 No Work, all Play: Social Values and the ‘Magic Circle’ Abstract In today’s western society, play and games are commonly seen in antagonism to work and the seriousness of daily life - they are widely regarded as to be free of purpose, productivity and material interest. In social sciences this perception manifests itself most clearly in Huizinga’s notion of playful activities taking place in a ‘magic circle’, a social construct setting games apart from real life through clear and unambiguous spatial and temporal borders. This paper intends to shed a light on some of the social dynamics that have led to this antagonism and how this perceived dichotomy might impair our analysis of current digital game and media phenomena that seem to transgress the hermetic boundaries of the ‘sphere of play’. Keywords: games, work, play, cultural sociology, cultural history, social values, magic circle Georg Lauteren University of Applied Arts Vienna Franzensgasse 6/1 A-1050 Wien [email protected] No Work 2 How is the term game closed of? … Can you specify its borders? No. You can draw some: because none have been drawn yet. (But this has never bothered you, when you have used the word ‘game.) (Wittgenstein, 1960, p. 325) A Dichotomy of Work and Play It is a common practice of industrialized society to divide time between work and leisure, with games and playful activities constituting a very relevant subset of the latter. Work and leisure/play are thereby commonly defined through antagonism: work is where you don’t play, play is where you don’t work. Within sociology the social construction of such a division has long been made out as an area of investigation, leading to a longstanding discourse on the historical circumstances of such a conceptual separation, its ideological motivations and their implications for the social sciences. The analysis of the relation between work and play is also highly relevant from the perspective of game studies and digital games research, not only as it concerns one of the most fundamental questions of the discipline – the definition of its subject matter itself – but also because of what appears to be a growing number of videogame and digital media phenomena transgressing the boundaries of play and real life: not only comparatively marginal game genres such as alternate reality and so called serious games but also very popular phenomena such as intelligence tests marketed as games (Dr. Kawashima’s Brain Training), the sizable virtual economies of World of Warcraft or Second Life, the high growth rates of online gambling or even the mimikry aspects of social network systems such as Myspace. One of the most influential and by far the most often reproduced definition of games and play stems from Dutch historian Johan Huizinga’s Homo Ludens (1938/1987). Huizinga’s understanding of play is based precisely on the dichotomy of work and play by setting play apart from the seriousness of everyday life through an invisible spatial, temporal and social barrier – the “sphere of play”, commonly referred to within the field of game studies as the “magic circle”. Within the recent discourse of ludology, Huizinga’s model has been applied to a number of the aforementioned phenomena – from “play in cultural environments” ” (Salen & Zimmerman, 2003) to serious games (Rodriguez, 2006) to “pervasive (mobile) games” (Montola, 2005; Harvey, 2006). This hardly comes as a surprise, given the prominence of Huizinga’s concept and how closely it matches the gaming practices analyzed regarding their area of sociological interest. What is however more surprising is how much effort is spent reconciling an almost 70 year-old model of thinking with a contemporary subject of investigation with only rare attempts at justifying its validity or at addressing any of the criticism that has been aimed at Huizinga’s theory within the last decades1. This negligence appears even more troublesome in the field of digital games research, whose arguably most influential publication – Espen Aarseth’s Cybertext – vocally cautions researchers against the dangers of “theoretical imperialisms” when applying theories from different areas of 1 A notable exception is to be found in Marinka Copier’s Connecting Worlds. Fantasy RolePlaying Games, Ritual Acts and the Magic Circle. No Work 3 study to the field of computer games. (Aarseth, 1997, p. 16) While Aarseth aims his criticism mainly at the – at the time prevailing – “colonization” of the field by literary theory and – to a lesser extent – semiotics, couldn’t it be entirely possibly that Johan Huizinga’s understanding of games is just as remote from a contemporary MMORPG as e.g. Vladimir Propp’s formalist analysis of the Russian folk tale is from a narrative adventure game such as Fahrenheit? This is not to say that choosing Huizinga’s (or Propp’s) theory as an analytical lens may not yield interesting results, but as with any cultural theory, stripping it from its original subject matter as well as its historical context runs the risk of producing blind spots in our analysis. I would like to outline some of the theoretical problems a literal application of Huizinga’s work to historical and current gaming practices might face and further illustrate potential blind spots of his theory by analyzing a current example from an alternative perspective on the relationship between work and play. The ‘Magic Circle’ and the Idealized Game Huizinga’s argument in question can be summarized as games taking place in a self-enclosed “sphere of play” which is separate from “ordinary life” through temporal – games have a beginning and an end – spatial – games take place on a playing field, real or ideal – and social – games are played according to rules – boundaries. While similar boundaries might be attributed to a number of human activities, Huizinga explicitly sets games apart from “’actual’ life” by stating that the goals of playing “lie outside the area of material interest or the individual satisfaction of life necessities” (Huizinga, 1938/1987, p. 18) – in short: play is an activity that “has its goal in itself” (p. 37). While this “sphere of play” is in itself fragile and unstable in nature, prone to potential disruption by everyday life, it is nevertheless a hermetic construct while it is in existence, which “contains its own course and meaning.” (p. 18) Only at the breakdown of the magic circle can ordinary life continue to exert its influence on the player. The “magic circle” is an area where the player is shielded against real-life consequences of his actions, it serves as a “protection from danger”, as Roger Callois (1958/2001, p. 49), expands on Huizinga. For Huizinga the hermetic characteristics of play are not a product of some form of social accord but rather stem intrinsically from the nature of play itself. Play for him is not a function of sociality but rather the underlying principle of all culture. As such, play constitutes a “primary category of life” (Huizinga, 1938/1987, p. 11), relating it to the sphere of the sublime and the holy. Even though Huizinga never references Kant or Schiller directly, the way he views games is closely linked to the tradition of idealist philosophy, where beauty – “Playing, so we say, has a certain inclination to be beautiful” (Huizinga, 1938/1987, p. 19) – and freedom – “All play is first and foremost free action” (Huizinga, 1938/1987, p. 16) – lie at the heart of play, which is regarded as a fundamental aesthetic category. As Friedrich Schiller famously phrases it: “…man should only play with beauty, and play only with beauty. Man plays only where he is man in the fullest sense of the word, and he is only fully man where he plays.” (Schiller, 1794/2000, p. 62 ) The phenomenological 20th century game theory of Huizinga and Buytendijk dismisses Schiller’s notion of a “play instinct” negotiating between the opposite poles of nature and reason, form and matter, but at the same time retains the idealist concept of playing as an inexplicable “last”, which remains ultimately resistant to empirical investigation and can only be described rather than explained. No Work 4 Interestingly Huizinga – just like Schiller – rarely refers to any contemporary games to illustrate his understanding of play, the goal of his analysis clearly being to emphasize the play element in cultural areas where it isn’t immediately evident to the casual observer – from music to fashion, from poetry to politics. An area of actual games he does however focus on are games of antique and traditional societies which are closely linked to or originate in ritualistic practices – the Greek Pankration, the Potlach and Kula of native american and pacific tribes, or the riddle contests of nordic mythology. While these examples illustrate Huizinga’s argument of games’ importance in the formation of culture and serve to document their ritualistic origins, they tell us little about the gaming practices of Huizinga’s time, which he undoubtedly must have been aware of when writing Homo Ludens. In his novel The Secret Agent Johan Huizinga’s contemporary Joseph Conrad describes a London whist-club, which can be seen as a somewhat representative example of the gaming practices among adult urban middle-class men at the beginning of the 20th century: At the sound of that name, falling unexpectedly into this annoying affair, the Assistant Commissioner dismissed brusquely the vague remembrance of his daily whist party at his club. It was the most comforting habit of his life, in a mainly successful display of his skill without the assistance of any subordinate. He entered his club to play from five to seven, before going home to dinner, forgetting for those two hours whatever was distasteful in his life, as though the game were a beneficent drug for allaying the pangs of moral discontent. His partners (…) were his club acquaintances merely. He never met them elsewhere except at the card-table. But they all seemed to approach the game in the spirit of co-sufferers, as if it were indeed a drug against the secret ills of existence (…). (Conrad, 1907, p. 98) Conrad’s description is quite illuminating regarding the gaming practices of his time: He depicts an activity distinctively separate from everyday working life, restricted to certain hours of the day, to a certain location and social community, serving the sole purpose of facilitating play. Skill at playing appears to be an element of much higher value than luck or monetary gain, which Conrad doesn’t even mention, even though it can be safely assumed that Whist was generally played for sizeable amounts of money. The description also calls to mind that Huizinga regards playing as an activity which “promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world” (Huizinga, 1938/1987, p. 22) – a valid observation given the seclusive nature of 19th century (game) clubs. Conrad’s portrayal of Whist-playing must however be regarded as a representation of a highly socialized and specialized practice, rigorously shaped by 19th century social norms and values. The social changes brought about by the 18th and 19th century – such as the rise of the middle class, the process of capitalist industrialisation and the spread of protestant work ethics and enlightened philosophy – have exerted a strong influence on the practices of popular culture in general and the practices of playing of games in particular. Not only had it become socially acceptable for the common citizen to engage in activities formerly reserved for nobility, but also had protestant middle class values developed a claim of universal validity across all classes and professions, questioning all common cultural practices for their compliance and transforming them as necessary (Kühme, 1997, p. 288; Strouhal, 2006 , p. 57). No Work 5 Strategies of Transformation During the 18th and 19th century several ‘strategies of transformation’ can be made out, trying to influence cultural practices incongruent with dominant social values – practices that unsurprisingly included a wide range of common games: Gambling games like Faro contradicted values of frugality and restraint, the flirtatious or erotic nature of the popular Blind Man’s Buff or Games of Forfeit conflicted with chastity and temperance (Kühme, 1971, p. 288) and in general the purposefree nature of games was frowned upon as an idle pastime by an industrious society, for which passing time became synonymous with wastefulness and sloth. Of the strategies towards illregarded cultural practices the most radical – prohibition – seems also the most easiest to trace since it is apparent to the historian through often well documented and precisely dated legislation. (c.f. Zollinger, prohibition of Pharao, Habsburgerr) Most common are bans or legal regulations imposed on gambling, an exertion of power over gaming practices with a continuous history from antiquity until the present, whose motives lie only in part in the participation on earnings through governmental control but mostly in the enforcement of moral values, upholding a dominant “culture of merit” (Caillois, 1958/2001, p. 110) and in keeping individuals from burdening society through financial ruin. While bans on gambling can indeed be dated back to ancient Rome, where it was officially restricted to the time of the Saturnalia, we can find evidence for a distinct change of attitude among a powerful moral minority towards gambling between the 17th and 18th century. Even religious moralist of the 17th century seem to have regarded gambling as an activity suitable for children, adolescent and adults alike, useful for associating with higher classes and even a valid way to earn a living (Aries, 1978, p. 151) – a general attitude that significantly changed over the following century. Interestingly the ties of gaming to the real world economy is an area where the sphere of play seems most permeable and it is peculiar to note that Huizinga denies pure games of chance (i.e. gambling) any value in the process of cultural formation, therefore effectively excluding them from his understanding of games (Huizinga 1938/1987, p. 58). Bans not necessarily influhential on practices. A more subtle strategy than their outright ban can be found the functionalisation and didactisation of games (Kühme, 1997, p. 288; Strouhal, 2006 , p. 57). Functionalisation as a strategy can be made out in the instrumentalisation of games for a higher social goal, foremost the upholding of the capitalist work order. The historic development of the concept of ‘spare’ or ‘leisure time’ within industrialized society is closely linked to the realization that recreational periods increase workers’ productivity. Games – so far as they are not immoral or endanger the worker’s physical health – can therefore be regarded as an activity in the interest of society, provided that they do not interfere with the worker’s duties, which in turn implies that they have to take place within a strict spatial and temporal frame – an observation that we shall return to shortly. Related to functionalisation is the strategy of didactisation, which refers mostly, but not only, to children’s games, reflecting the growing importance of the education system for the upbringing of a unified work force. Playing is seen – except from the most radical Calvinist perspective – as a natural childhood activity, albeit as one that can be instrumentalized for the purpose of learning. Existing games for children and adults are being scrutinized for their educational values, their rules often altered for the purpose, formalized, documented and publicized for didactic use (Kühme 1997). No Work 6 Another effective method of stripping games from their moral ambivalence can be found in the form of their aesthetisation – their profane elements are culturalised, their actual practices ignored or distanced from their historical and cultural context (Fiske, 1987). Games are seen as an “aesthetic way of life”, justifying their merit through an elevation into the higher sphere of the artistic or the sublime – e.g. through the attribution of fundamental idealistic values such as “freedom”, “truth”, “beauty” or “purity” to games with little regard to the actual cultural practices they involve. A prime example for the practice of aesthetisation can be found in idealist philosophy, foremost Schiller’s writing on games, in which he proposes a post-revolutionary social philosophy based on the concept of play. Such an elevation and attribution of value necessarily requires an implicit precedence of play over game, undoubtedly facilitated by the German language signifying both concepts with same word “Spiel”. Not only does declaring play a constitutive aesthetical category imply the “exclusion of all materiality of games” (Pias, 2002, p. 204), but also the distancing of all actual, socially conditioned practices of playing games. Schiller seems well aware of this when he asks if beauty, by associating it with game/play, “is not degraded to the level of frivolous objects which have for ages passed under that name?” (Schiller, p. 61) and goes on to justify his approach by stating that “we must not indeed think of the games that are conducted in real life, and which commonly refer only to the material plane.” (p. 61f) Schiller’s distancing of the actual material conditions of game playing resonates in two centuries of game and play theory, including the anthropological and phenomenological view on games laid out in Homo Ludens; and while the utopian claims of aesthetisation seem overtly separated from the strategies of social control, they ultimately contribute to relativizing and deliminating the social impact of actual cultural practices. The most interesting correlations between what Huizinga regards as intrinsic and invariable characteristics of play and the social factors shaping actual gaming practices can be however be found in regard to the strict separation of games from daily life and their construction in strict opposition to work. Temporal and spatial, social and economic boundaries of the sphere of play are certainly no invention of the era of industrialisation, but their strict enforcement and hermetic nature have without a doubt been promoted through its intentions and socials effects: The technical and economical prerequisites for our modern understanding of leisure (time) can be traced to the first wave of industrialisation and its intent to dissolve all pre-industrialised conceptions of free time – through separating working from living space and, aided by electrical light, by dividing working hours from what little time was absolutely necessary to replenish a worker’s strength. “The cycle of work … came under the template of mechanically divided labour time. And where it ever had existed, the unity of work and play dissolved”, as Jürgen Habermas (1958/1968, p. 220) observes. In Johan Huizinga’s line of reasoning a “unity of work and play” that Habermas proposes for preindustrialized society seems hardly possible. In Homo Ludens the “significance of the term ‘earnest’ is defined by and exhausted in the negation of ‘play’, earnest is equivalent to ‘notplaying’, and nothing more.” (Klabbers 2006, p. 4) Huizinga however regards play as a concept of a “higher order” than seriousness, and while “Seriousness seeks to exclude play, play can very well include seriousness” (Huizinga, 1938/1987, p. 50). If seriousness is “used in the sense of work” (Klabbers 2006, p. 4) or is “in a more specialised sense arguably also work” (Huizinga, 1938/1987, p. 55), as Huizinga somewhat carefully phrases, this inclusive characteristic of playing can lead to some confusion: if play can indeed incorporate work, games can neither be completely free of No Work 7 “material interest” nor entirely “unproductive” (Caillois, 1958/2001, p. 10). Gert Eichler points out this contradiction in his study “Spiel und Arbeit”: This treatment of “seriousness, in a more specialised sense arguably also work” on the basis of the “autonomous and primary” character of play is from the perspective of empirical science a play with words, which draws its sole legitimacy from an antecedent attribution of meaning, which has not been put up for discussion. How else could one imagine that “seriousness” seeks to exclude “play”? Either both realities, however operationalised, are compatible – but then not one at the expense of the other. Or they are not compatible – but then they really are not. (Eichler, 1979, p. 44) For an example of where this problematic notion comes into play one might turn to French cultural historian Philippe Ariès describing the upbringing of children in pre-industrialized France. Ariès states that “for centuries, due to the cohabitation of children or adolescents and adults, education was based on an instructive relationship. It [the child] learned the things it needed to know by helping adults in their performance.” (Ariès, 1978, p. 46) Such an “instructive relationship” can be very much imagined, if not as a “unity” then certainly as a pre-industrialised congruence of work and play up to a certain age of adolescence. The child’s activity could either be regarded as earnest play, as Huizinga regards all child’s play as earnest – but then it must be unproductive – or strictly as work without including an element of explorative or imitative play. The problematic conclusion to be drawn from this observation is that – according to Huizinga – we have to deal with two separate meanings of seriousness: seriousness of work and seriousness of play, with the former adhering to the (ideological) principles of necessity and productivity while the latter does not. Through this duality, play as a conceptual social reality becomes resistant to the empirical investigation, especially regarding possible relations between work and play. Such a division of seriousness of work from that of play brings with it far-reaching consequences for social sciences as Eichler (1979, p. 46) points out, not the least of which being the legitimisation of an educational separation of “learning” from “play”. We can summarize that some of the traits Huizinga describes as intrinsic and invariable characteristics of play may at the same time appear to the sceptical sociologist as functions of an interrelation of gaming practices and the enforcement of social values throughout the last two centuries: play’s localisation outside the area of material interest, its equation with freedom, harmony and beauty and, most notably, the hermetic nature of its temporal and spatial, social and economical boundaries. Huizinga’s phenomenological approach distances the concept of play from the social conditionality of actual gaming practices and, while this by itself does not falsify his argument, produces blind spots in his analysis that any theoretical investigation strictly adhering to his conception of play runs the risk of reproducing. Structural similarities between work and play One of the most interesting aspects Huizinga’s phenomenological approach cannot sufficiently account for is the area of structural similarities between work and play. Adorno regards, just like Huizinga, repetition as a defining element of structured play, but far from assigning games a “character of freedom” (Huizing, 1938/1987, p. 16), he considers the element of repetition within No Work 8 games “as the after-image of unfree labour” (Adorno, 1977, p. 471). The idealist practice of viewing games as the “actual humane” for their freedom of purpose means for Adorno to declare “the opposite of freedom freedom” (Adorno, 1977, p. 470). We might not want to follow Adorno’s argument in its somewhat radical nature – too much does it reflect Adorno’s general scepticism towards popular culture by ignoring the steady oscillation of game playing between the two poles of structured play (“ludus”) and unstructured play (“paidia”; Caillois, 1958/2001, p. 13). It is however easy to question the idealist equation of “freedom” and “play” when we consider the “element” (Huizinga, 1938/1987, p. 18) or “enforcement” (Adorno, 1977, p. 470) of repetition present in games, the formalized and binding character of their rules, which may be regarded as a covert “after-image” or “contraband of [working] practice” (Adorno, 1977, 471). For Gilles Deleuze all existing games are always “compound phenomena”, which “inevitably refer to a different type of activity, to work or morals, whose caricature or counterpart they represent, however also assembling a new structure from their elements.” (Deleuze, 1969/1989, p. 84) An entirely new structure underlying both fields of work and play has in any case been introduced in the form of the digital computer, which, as a universal machine with limited symbolic inventory, states and rule-based access, itself resembles the structural materiality of a game system. It is this characteristic of the computer as an “Über-Spiel” (Pias, 2002, p. 9) and the realization that all modern sciences are, directly or indirectly, computer sciences which serve as the basis of Claus Pias’ exhaustive study on the history of the computer game, Computer Spiel Welten (2002). In line with his premise, Pias does not concern himself with phenomenological deliminations of play, but rather analyzes “common elements and formations of knowledge” (Pias, 2002, p. 9) on the structural level underlying computer-mediated work, play and science within such diverse areas as ergonomics, behavioral science, graph theory, operations research and numerical meteorology. Pias’ findings are highly relevant in regards to the structural relationship between games and work in exposing correlations between computer games and phenomenologically unrelated historical discourses: the element of action in computer games e.g. is for him localized in the same discursive field as ergonomics and scientific management concerning their requirement of “time-optimized selection chains from a repertoire of normed actions” (Pias, 2002, p. 11). The constituting elements of the adventure game on the other hand can be linked to the discourses of decision-making processes, such as that of the labyrinth, graph theory or object-oriented programming languages. Strategic elements in games are finally tied to discourses of optimized configuration: meteorology, the military war-game and operations research. A current example for a game title that lends itself well to discourse analyses is the highly popular Dr. Kawashima’s Brain Training for Nintendo’s portable DS platform, which could – depending on perspective – be either classified as a game or an educational software application. By completing strictly timed daily intelligence tests the user/player gradually increases her/his efficiency in their completion while her/his progress and accomplishments are measured and mapped over a period of time. Despite being based on the research of a Japanese neurologist, who is almost exclusively known in his home country, and its unusual concept, the software has proven its universal appeal by selling over 8 million copies worldwide, over 2 million of those in Japan. A follow-up title for the Nintendo DS and an adaptation for Nintendo’s home console Wii are currently in production as well as a similarly structured title for the Wii titled Wii Health Pack. No Work 9 Brain Training is an interesting case on a variety of levels: historically the origins of intelligence testing can be traced back to the experimental psychology of the army mental tests introduced in the United States after WWI, which had originally been designed to evaluate the suitability of – often illiterate – prospective soldiers for military service. (Pias, 2002, p. 20). Brain Training seems to transgress the borders between utility and game from the side of the game: Brain Training is marketed as a game software for a dedicated game platform, the practices of its use are almost indistinguishable from those of traditional video games, but while it is game-like in the fact that passing or failing the test bears no real-life consequences (as it would in an army mental test), its (advertised) purpose clearly lies outside the sphere of play, namely in the improvement of mental skills. While we might have difficulties reconciling such characteristics with a phenomenological approach to games, we might instead focus on similar formations of knowledge within the discourse of ergonomics, whose concept of (technical) measurability of human actions can be regarded as one of the central prerequisites for the study of cybernetic feedback processes and the emergence of computer games. Around 1920 Frank B. Gilbreth, an early pioneer of motion study and scientific management, employed light bulbs and extended exposure photography to analyze and optimize the motions of assembly line workers in the interest of improved ergonomics and productivity. By discussing the resulting film footage with the workers themselves Gilbreth found that his method was met with genuine interest from the side of the workers who seemed to experience the process of self-measurement and optimization as a pleasurable and entertaining activity – an observation that lead Gilbreth to the memorable statement: “This way of working seems like a game.” (as cited in Pias, 2002, p. 41). Claus Pias concludes: The game, which had been a form of learning for life since its pedagogisation in the 18th century, but which had known no external finalities of seriousness, is now suddenly present when instead of “freedom” optimization is concerned, at the same time work, and work being at the same time a game. (2002, p. 41) Conclusions So how can these observations benefit the analysis of contemporary digital games? We have tried to show that the localization of games within social reality is not fixed but rather linked to shifts in cultural values and subject to constant transformation. Spatial, temporal and social boundaries of the sphere of play seem likely to be as much the result of such transformations as they are intrinsic qualities of play itself and not of a strict hermetic nature as phenomenological approaches would lead us to believe. Especially the construction of seriousness and work in antagonism to the freedom of play seems a contradictory and idealizing concept, which hides the structural similarities of work and game playing from view and which is prone to encouraging ideologizations and producing blind spots in its application to game studies. Within recent years we have seen a steady rise in interactive digital media phenomena that seemingly transgress the classical understanding of object- and goal-oriented computer games or introduce game-like qualities to practices of work or communication. While these phenomena have certainly been facilitated by widened audience demographics for computer games and digital No Work 10 entertainment in general as well as the increasing ubiquity of networked computing, we can only speculate on further correlations between ongoing long-term social transformations and the use and structure of games. The popularity of phenomena on the borders of work and play such as Second Life or Myspace may well be interpreted as relating to shifts in working practices within an increasingly ludic society, in which more numerous and more permeable ‘magic circles’ are bound to intersect the spheres of work and play, but ultimately such a question will have to be left to future cultural historians to answer. The field of game studies will however have to be aware of the influence of such shifts on the practices and structure of gaming in order to develop a methodological basis for future investigations and empirical research on the borderlines of work and play. No Work 11 References: Aarseth, E. (1997): Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins. Adorno, Th. W. (1977), Ästhetische Theorie. Franfurt/Main: Suhrkamp. Ariès, P. (1978): Die Geschichte der Kindheit. München: DTV. Caillois, R. (2001): Man, Play and Games. Urbana: University of Illinois. (Original work published 1958). Conrad, J. (2002): The Secret Agent. Florence: Giunti. (Original work published 1907). Copier, M. (2005): Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle. DIGRA 2005, Changing Views: Worlds in Play Conference Proceedings. Retrieved May 18, 2007, from http://www.digra.org/dl/db/06278.50594.pdf Deleuze, G. (1989): Die Logik des Sinns. 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