From the board to the screen
strategies of power and biopolitics in games
DOI:
https://doi.org/10.14393/RFADIR-53.1.2025.81816.97-113Keywords:
Games, Manipulation, Biopolitics, Governance, Digital AgeAbstract
This article aims to investigate how games, from board to screen, reflect and produce biopolitical rationalities, analyzing their role as devices of power in contemporary times and their potential as spaces of resistance. The methodology used in this research consists of a qualitative bibliographic study with a literature review, using scientific articles and books by Michel Foucault, Byung-Chul Han, and Shoshana Zuboff, available online and in physical versions, as a theoretical basis. The study gathered and compared the various data found in the sources consulted and listed the main factors regarding the relationship between games and biopolitics. The central question is to understand how games, from board to screen, express biopolitical rationalities and can act both as devices of power and as spaces of resistance. The results indicate that games are permeated by power relations and cannot be seen merely as entertainment. Both board and digital games embody mechanisms of regulation, discipline, and governance of life.
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