"I’m a liberal arts type, so I see
life as a story. Each person is born into a family. Over the course of life, we
find things to love and commit to — a vocation, a spouse, a community. At
times, we flounder and suffer but do our best to learn from our misfortunes to
grow in wisdom, kindness and grace. At the end, hopefully, we can look back and
see how we have nurtured deep relationships and served a higher good.
Will Storr, a writer whose work I
admire enormously, says this story version of life is an illusion. In his book
“The Status Game,” he argues that human beings are deeply driven by status.
Status isn’t about being liked or accepted, he writes, it’s about being better
than others, getting more: “When people defer to us, offer respect, admiration
or praise, or allow us to influence them in some way, that’s status. It feels
good.”
High-status people are healthier,
get to talk more, have more relaxed postures, get admired by their social
inferiors and have a sense of purpose, Storr argues. That’s what we’re really
after. The stories we tell ourselves, that we are heroes on journeys toward the
true, the good and the beautiful — those are just lies the mind invents to help
us feel good about ourselves.
Life is a series of games, he continues.
There’s the high school game of competing to be the popular kid. The lawyer
game to make partner. The finance game to make the most money. The academic
game for prestige. The sports game to show that our team is best. Even when we
are trying to do good, Storr asserts, we’re playing the “virtue game,” to show
we are morally superior to others.
The desire for status is a “mother
motivation,” and the hunger for status is never satisfied.
I think Storr has been seduced by
evolutionary psych fundamentalism. He is in danger of becoming one of those
guys who give short shrift to the loftier desires of the human heart, to the
caring element in every friendship and family, and then says in effect, We have
to be man enough to face how unpleasant we are.
But I have to admit, the gamer
mentality he describes pervades our culture right now. Social media, of course,
is a status game par excellence, with its likes, its viral rankings and its
periodic cancel mobs. Vast partisan armies fight wars of recognition.
American politics, too, has become
more a war for status than a way for a society to figure out how to allocate
its resources. Donald Trump’s career is not mostly about policies; it’s mostly
about: They look down on you. I will make them pay.
Foreign policy sometimes looks like
a status game with Vladimir Putin and his humiliation stories: The Western world
does not see and respect us; we must strike back.
In an essay called “The World as a Game,”
in the invaluable Liberties journal, Justin E.H. Smith points out that social
credit systems, like that of China, literally turn citizenship into a game,
awarding points or penalties depending on how people behave.
One of the features of the gaming
mentality is that it turns life into a performance. If what you mostly want is
status, why not create a fake persona that will win it for you? Some of the
people who stormed the Capitol on Jan. 6 were dressed like they were from some
blockbuster movie or a video game.
People who see themselves playing a
game often get lost in the make-believe world of the game and depart from the
messiness of reality. In an essay called “Reality Is Just a Game Now,”
in the equally invaluable New Atlantis magazine, Jon Askonas notes how much
being active in the QAnon movement is like playing an alternate reality game.
QAnon players “research” through
obscure forums and videos, searching for clues that will support their
conspiracy theories. They show up at Trump rallies carrying signs with phrases
that only other players will recognize.
Askonas writes: “For devoted
players, status accrues to finding clues and providing compelling
interpretations, while others can casually follow along with the story as the
community reveals it. It is this collaboration — a kind of social sense-making
— that builds the alternate reality in the minds of players.” He concludes that
the role-playing game is to our century what the novel was to the 18th century,
a new mode of experience and self-creation.
The status-mad world that Storr describes
is so loveless — a world I recognize but not one I want to live in. Ultimately,
games are fun, but gaming as a way of life is immature. Maturity means rising
above the shallow desire — for status — that doesn’t really nourish us. It’s
about cultivating the higher desires: The love of truth and learning and not
settling for cheap conspiracy theories. The intrinsic pleasure the craftsman
gets in his work, which is not about popularity. The desire for a good and
meaningful life that inspires people to commit daily acts of generosity.
How do people gradually learn to
cultivate these higher motivations? To answer that I’d have to tell you a
story.”
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