Phone Story, created by Michael Pineschi, is a satirical and activist mobile game meant to teach users about the “dark side of [their] favorite smartphone.” The game is narrated throughout by a robotic voice, meant to represent your smartphone. As the narrator tells the story of how your phone is created and distributed to you, you move through four self-contained stages: playing a guard that ensures that laborers mining coltan in the Democratic Republic of the Congo are not allowed to rest, moving a net back and forth to catch workers attempting to commit suicide at a Foxconn factory, throwing phones at consumers as a salesperson in a retail store, and recycling components of discarded phones in methods that are unsafe. If you are unsuccessful in completing a level, the narrator of the game says “do not pretend that you are not complicit.”
The game itself presents an obvious message: that we are all complicit in harmful activities across the globe that we do not see on a daily basis when we use our devices. By using our phones, in essence, we are indirectly allowing those guards to admonish laborers, allowing people to die in other countries, and allowing the unhealthy recycling of these devices. By continuing to update our devices, we contribute to this “spiral of planned obsolescence.” The game is meant to be addictive, with the actions we are doing mimicking those of other phone games. By tapping, catching, aiming, throwing, and dragging, these motions feel natural to us, and the small reward of completing a level feels satisfying. The fact that the mechanics of the game itself are simple, yet addicting, contributes to the idea that we become complicit with or addicted to this same cycle of purchasing these devices, allowing for all of the horrors to take place. The argument is clear, from the description you read before you even begin the game, to the completion of “Story Mode,” to the never ending cycle in the “Obsolescence” mode.
Pineschi’s argument, though, only contributes to what his game claims to be against. He himself is exploiting the mass use of devices with which this game is compatible. Originally released on the iOS platform, it was then banned by Apple after only four days of being on the App Store, and was re-released on the Android market. This game can be played on mobile devices and computers worldwide. The desire to make this mass and controversial statement about the devices that we are playing on is apparent, given Pineschi is a member of “The Yes Lab,” an activist organization that helps groups with creative and attention-grabbing media actions. While this is an impactful and effective strategy in many areas of activism, for Phone Story in particular, I cannot help but see a glaring irony. They themselves are contributing to this idea of the omnipresence of the cell phone. Without these devices, this game would not exist. This is not to say that the message of their game is not important, but it feels like the purpose of this game has been lost in the excitement of achieving mass recognition for the causes that the creators care about. They argue that having this app on your phone will remind you of where it comes from, but the fact that you need the phone itself to be reminded of this defeats the entire purpose of having this game in the first place. You are complicit, and you are not doing anything to change it.
As Professor Jagoda mentioned in lecture, the game is not really changing attitudes about serious topics or thinking about learning objectives, it is more so thinking about creating an experience for the player and making an argument. Phone Story’s message is to remember that you are complicit, rather than to change anything about that fact. It is almost as if the game has given up and accepted that it itself is complicit in this cycle of “planned obsolescence,” allowing itself to stay alive, downloaded on our screens.
This leads me to wonder more broadly how serious topics can be represented in a way that incites a desire to actually change our behaviors, particularly in a scenario in which the platform and topic are inherently contradictory.
I appreciated your point on how the mechanics actually encourage the player to continue playing since they are extremely simple motions that we're used to doing on a daily basis with our phones. There's a psychological component that pushes the player to continue with repetitive motions, and it feels rewarding to progress to the next stage. This goes against the "gamification is bullshit" article, as normal bullshit is used to conceal the truth, whereas this game does the opposite, as the game's purpose is to reveal to the players the dark side of the smartphone supply chain. In order to get players to become aware and think about this, Phone Story gamifies a serious topic, shedding light on the truth.…
I think you make an important point that the game makers are themselves complying to this process they are trying to critique by making this game. This game is a great way to reveal that point because of the direct relation of the medium in which this game was released and the concept of the game itself. On the same note, I wonder if it is even possible for a serious game to actually incite action and not simply allow the players (and gamemakers) to stay bystanders to a serious concept. As we had discussed earlier in the quarter, video games create a sense of alternate reality where a safe space is created that doesn't punish reality during in-game failures.…
I think you make a good point regarding the simplicity of the game's argument (and its perpetuation of the problem it criticizes), and I find it even more curious when considering that this game is also playable on computers. Theoretically, playing the game on a computer would no longer perpetuate the use of phones, making it easier to digest. But the player's complicity is the whole point of the game as well, meaning that playing it on a phone is crucial to the experience. It begs the question: does computer play weaken the point, and is it worth doing so for the sake of distancing oneself from the harmful phone industry?
This irony is not lost on the creators or counter to their message - it is the core of their argument. Phone Story blames you, not just people with phones.
I also don't agree that the game is complicit in planned obsolescence. By definition, planned obsolescence is by design. Crippling software updates are rare; new iOS releases commonly improve performance on older devices (my iPhone 6 would know). The key to planned obsolesce is the lockstep pace of product releases. Every time Apple adds a new feature, consumers perceive devices without it as lesser (unless we're counting no…