006.
(see Version 1.1 of this card)
Here is what you observe about the world outside The Cave: The whole of life appears as a vast accumulation of commodities and spectacles, of things wrapped in images and images sold as things.* But how are these images and things organized, and what role do they call for anyone and everyone to adopt towards them? Images appeal as prizes, and call us to play the game in which they are all that is at stake. You observe that world after world, cave after cave, what prevails is the same agon, the same digital logic of one versus the other, ending in victory or defeat. Agony rules! Everything has value only when ranked against another; everyone has value only when ranked against another. Every situation is win-lose, unless it is win-win — a situation where players are free to collaborate only because they seek prizes in different games. The real world appears as a video arcadia divided into many and varied games. Work is a rat race. Politics is a horse race. The economy is a casino. Even the utopian justice to come in the afterlife is foreclosed: He who dies with the most toys wins. Games are no longer a pastime, outside or alongside of life. They are now the very form of life, and death, and time, itself. These games are no joke. When the screen flashes the legend game over, you are either dead, or defeated, or at best out of quarters.
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