Grammatiche della sopravvivenza. La resilienza come dispositivo di governo in Stop Disasters!, FloodSim e Frostpunk
DOI:
https://doi.org/10.15162/2240-760X/2447Parole chiave:
Resilienza, Videogiochi, Retorica procedurale, Governance del rischio, Vulnerabilità e disuguaglianze, Resilience, Videogames, Procedural rhetoric, Risk governance, Vulnerability and inequalitiesAbstract
L’articolo propone una lettura genealogico-critica della resilienza come concetto ad alta densità semantica e, al tempo stesso, come dispositivo politico di governo che tende a spostare l’attenzione dalla protezione collettiva verso l’adattamento e la responsabilizzazione dei soggetti esposti al rischio. A partire dal dibattito su resilienza come boundary object e dalla domanda critica “resilience for whom?”, il contributo argomenta che i videogiochi costituiscono un osservatorio empirico privilegiato perché non si limitano a rappresentare la resilienza, ma la operazionalizzano in regole, metriche, soglie, vincoli e trade-off, rendendo visibili le scelte morali e distributive implicate nella governance delle crisi. Metodologicamente, l’analisi adotta uno studio di caso comparativo basato su procedural analysis (gameplay log, studio dell’interfaccia e dei paratesti) applicata a tre casi: Stop Disasters! (cornice educativa e istituzionale), FloodSim (policy-awareness e vincoli di bilancio/consenso) e Frostpunk (governo della scarsità e dilemmi biopolitici della sopravvivenza). I risultati delineano tre grammatiche procedurali della resilienza, (ottimizzazione, governance e normalizzazione dell’eccezione), mostrando come la vulnerabilità venga tradotta in criteri di selezione e come l’inclusione assuma spesso una forma differenziale (chi viene protetto, quando e a quale costo). Ne emerge che questi dispositivi tendono a modellare le comunità locali più come oggetti di gestione che come soggetti politici conflittuali, restringendo la possibilità di immaginare alternative fondate su redistribuzione, trasformazione strutturale e auto-organizzazione.
The article advances a genealogical–critical reading of resilience as a concept of high semantic density and, simultaneously, as a political dispositif of governance that tends to shift attention from collective protection toward adaptation and responsibilization of subjects exposed to risk. Building on the debate on resilience as a boundary object and the critical question “resilience for whom?”, the contribution argues that videogames constitute a privileged empirical observatory because they do not merely represent resilience: they operationalize it through rules, metrics, thresholds, constraints, and trade-offs, thereby making visible the moral and distributive choices embedded in crisis governance. Methodologically, the analysis develops a comparative case study grounded in procedural analysis (gameplay logs, interface analysis, and the study of paratexts) applied to three cases: Stop Disasters! (educational and institutional framing), FloodSim (policy awareness and the constraints of budgets/consent), and Frostpunk (governing scarcity and the biopolitical dilemmas of survival). The findings delineate three procedural grammars of resilience—optimization, governance, and the normalization of the exception—showing how vulnerability is translated into criteria of selection and how inclusion often takes a differential form (who is protected, when, and at what cost). Overall, these dispositifs tend to model local communities more as objects of management than as conflictual political subjects, narrowing the capacity to imagine alternatives grounded in redistribution, structural transformation, and self-organization.
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