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Alice and Anarchy

Published online by Cambridge University Press:  23 October 2024

Extract

There are two fairly commonplace facts about games which seem relevant to a discussion of Alice in Wonderland. First, games are rule-governed, and so orderly; but playing a game involves a creative application of the rules, as Wittgenstein reminds us in Philosophical Investigations, and thus allows for freedom: rules are fixed, but moves are to some extent unpredictable. Seen in this way, a game might appear as a paradigmatic fusion of order and liberty—one, perhaps, of some relevance to society. Second, games involve a means/ends rationality, but aren’t in themselves functional: they are played as ends in themselves and in that sense transcend considerations of sheer utility. From this viewpoint, games raise interesting questions about the relations between rational and ‘irrational’ for msof activity, and indeed this issue is touched on at the very beginning of Alice: the White Rabbit appears just as Alice is wondering ‘whether the pleasure of making a daisy-chain would be worth the trouble of getting up and picking the daisies’, pondering the relations between utilitarian effort and creative play. This, too, has a wider social application which the book brings out.

Information

Type
Research Article
Copyright
Copyright © 1941 Provincial Council of the English Province of the Order of Preachers

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