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Critical gaming through the eyes of Alfie Brown – Games, industry and digital ethics

In a time when video games are a dominant form of entertainment for young generations, the question is no longer whether we should play them, but how we should understand them. This is where the goals of the DigiCity project intersect with the work of one of the sharpest critics of the gaming industry – Alfie Brown, a British writer and professor of digital culture, who sees video games not just as a hobby, but as a mirror of contemporary society.

Before we dive in, let’s get a quick assumption out of the way: any of the challenges related to games that we describe below are often transferable to our daily digital space as well. In other words, we’re not blaming games, we’re inviting to keep a critical look at some mechanics and design bias that are present in games, among other media formats.

Who is Alfie Brown?

Alfie Brown is the author of books such as “Enjoying It: Candy Crush and Capitalism” and “Dream Lovers: The Gamification of Relationships”, where he explores how digital platforms, especially games, shape us, seduce us, and at times even exploit us. His work combines the passion of a gamer with a philosophical and socially critical approach, opening up space for dialogue about how games affect our daily lives, identity, emotions, and relationships.

The gaming industry under scrutiny

Brown doesn’t write game reviews or technical breakdowns. His focus is on mechanisms of power, addiction, and capitalism behind the scenes of the gaming industry. In his work, he explores how games use psychological tricks like loot boxes, daily rewards, and algorithm-driven progression – to keep us playing and spending money, often targeting the youngest and most vulnerable users.

Take Fortnite. It’s free to play, yet it’s the top-earning game of the past decade. How? Players buy add-ons, new outfits, items, and rewards that quickly add up. Some even give paying players an advantage, turning it into what’s called a “pay-to-win” game. Still, Fortnite isn’t all bad. It’s free fun with friends, and it shows how games (and many websites) use design tricks, or “dark patterns,” to nudge people into spending more.

One of his central arguments is that games are not an “escape from reality” but an extension of it. Through games, we learn how to function in today’s society: obedient, engaged, but under control. Games are not just entertainment – games are politics. Why? A story or a gameplay tells you what to value and what to ignore. Does a game, through its story or game mechanics, invite you to fight against inequality, or does it valorise the law of the strongest?

Why is this important for digital citizens?

The DigiCity project aims to provide young people, educators, and decision-makers with tools for critical thinking in the digital space. That’s why it’s important to talk about games not only as recreational content but as educational and ideological tools.

Brown’s work prompts us to ask:

  • Why are certain game mechanics so addictive?
  • How are our emotional impulses exploited through game design?
  • What kind of society do games promote – competitive or cooperative, exclusive or inclusive?

The educational potential of games

Alfie also recognises the positive potential of games and their ability to foster empathy, teamwork, and strategic thinking. However, he warns that without a critical framework, games can become a medium that normalises gender stereotypes, perpetuates toxic narratives, and fosters addiction.

This is why it’s essential that young people learn how to play and how to think about games. To be both users and critics. This aligns perfectly with the goals promoted by DigiCity: digital empathy, responsible behaviour, and informed participation.

The art of understanding games

In a world where gaming is normalised but critical understanding of games is still rare, the work of authors like Alfie Brown becomes invaluable. He doesn’t call on us to stop playing games, but to look at them with wide-open eyes and to become digital citizens who play consciously, not solely instinctively.

If we want a future where digital literacy means more than technical skill – where it includes analysis, empathy, and resistance to manipulation – it’s time to bring critical gaming into classrooms, youth centres, and digital dialogues. This is exactly what the upcoming DigiCity video game and educational escape room aim to achieve. It will offer young people immersive tools to explore ethical dilemmas, digital behaviour, and critical thinking in interactive and engaging ways.

 

Reference:

Inspired by: Brown, Alfie. “Controlled Recreation.” Liceulice, no. 113 (June 2025). Translated by Aleksandar Nedeljković.