The Limits of Game Playing. J. K. Rowling s Harry Potter and the Sorcerer s Stone & Harry Potter and the Goblet of Fire

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The Limits of Game Playing J. K. Rowling s Harry Potter and the Sorcerer s Stone & Harry Potter and the Goblet of Fire

Introduction By viewing J. K. Rowling s Harry Potter and the Sorcerer s Stone and Harry Potter and the Goblet of Fire as belonging more to the tradition of the British novel rather than the young adult fantasy novel, we see the similarities in these novels (and the series) with the nineteenth-century novel, particularly in the focus on a protagonist whose effort to define his or her place in society is the main concern of the plot and in the way it constructs a tension between surrounding social conditions and the aspiration of the hero or heroine... (Robson and Christ, NA: The Victorian Age, Vol E, 2012, p. 1036). The connections between Rowling and Charles Dickens, synonymous with the nineteenth-century novel, are quite remarkable. Consider, for example, characterization (e.g., names, character tics), themes (e.g., children/childhood, parenting, food/hunger, gender, social class, education), and composition (e.g., plotting and writing style). In particular, we should note that game playing, a central activity in the novels, is not simply a metaphor but denotes material, cultural activities a world at play (Kaiser, The Victorian World in Play, 2012, p. 1, 44), ) that determine how individuals understand their relationship to society as well as their selfhood.

Introduction Both Harry Potter and the Sorcerer s Stone and Harry Potter and the Goblet of Fire reveal that games (more broadly a type of play) are a microcosm of life. As artificial constructions, games, whether Quidditch in HPSS and HPGF or the tasks in the Triwizard Tournament in HPGF, are designed to promote competition, equal opportunity, fairness, and merit-based reward how life should be or might be. In both novels, however, a conflict occurs when particular characters believe life is a game (with no outside) in which winning at any cost is all that matters. While Harry Potter understands the severe consequences of such a view, Professor Quirrell accepts this view of a world in play (Kaiser, The Victorian World in Play, 2012, p. 1, 44), asserting what Lord Voldemort, in his contest against society, taught him: There is no good or evil, only power, and those too weak to seek it... (HPSS 291). And in HPGF, Lord Voldemort, challenging Harry to a wizard s duel, uses the structure of a contest to prove who is the most powerful wizard. Moreover, in HPGF, cheating during the Triwizard Tournament threatens the purpose and structure of games (more broadly play), merging them with daily life. It is Harry s ability to see outside of the boundaries games that gives him moral and ethical perspective. In HPSS and HPGF, games and play can be humanizing and a means of gaining self-understanding and social perspective. But both novels more ominously highlight our belief in the illusion of game playing, a reflection of our desire for structure, order, and meaning in a world that is chaotic, ambiguous, and sometimes unjust.

Play is a noun that denotes various types of material play: children s play and games parlor games/ board games sports Play is characterized by flexible rules, imagination, spontaneity, freedom, fun, motion, and energy: play is an end in itself. Johan Huizinga s Homo Ludens (1955), Roger Cailliois, The Structure and Classification of Games (1955), Special Edition of Yale French Studies (1968) on play and games Dickens, Preface to Cheap Edition of The Pickwick Papers (1848) Robert Louis Stevenson, Child s Play (1892) Play Theory Games have the characteristics of play but have firm, specific rules, promote competition, and have a specific purpose to win. Games can be a means to an end, particularly complex, competitive games sports. Christian Messenger, Sport and the Spirit of Play in Contemporary American Fiction (1990) Nancy Morrow, Dreadful Games: The Play of Desire in the Nineteenth-Century Novel (1988) Kathleen Blake, Play, Games, and Sport: The Literary Works of Lewis Carroll (1974) In an increasingly complex world, the Victorians felt the need to create an existence that was manageable, self-contained, and regulated. Ira Bruce Nadel, "The Mansion of Bliss," or the Place of Play in Victorian Life and Literature, (1982), p. 20 Traditionally, sport activities in school and school stories not only were regarded as a means of directing aggression and energy that students might feel toward each other into something less unsettling or dangerous, but also were intended to teach such team values as loyalty, courage, leadership and the ability to be a good loser. Annie Hiebert Alton, Generic Fusion and the Mosaic of HP, 2003, p. 153. Sports (or games) are a microcosm of life. The paradox of games is that their structure and purpose limit (not eliminate) play. Games are an artificial construction designed to promote competition, ensure fairness, and reward merit-based performance. Therefore, when life is a game, this creates the illusion that life can be ordered and meaningful, an attempt to negate the ambiguity and chaos of society and the unpredictability of human thought and actions.

Harry Potter and the Sorcerer s Stone Quidditch: First Match (Ch 11 beat Slytherin, 185-6; 187-8, 191); Second Match (Ch 13 beat Hufflepuff, 223-25); [Ch 17 lose to Ravenclaw (Harry misses this match] Early references to Quidditch: part of Hogwarts culture (pp. 77, 79, 107-08) Competition (or coopetition), fixed rules, (referees: Madame Hooch/Snape), clear purpose winning, strategy (catching the golden snitch). Harry is a seeker: above the action, more flexibility, spontaneity, and creativity (pp. 186, 187). His heroic destiny Harry s [victories] on the Quidditch pitch [have] to be linked closely to his sense of honour: his own, that of his House and, through that, his School (Christine Berberich, HP and the Idea of the Gentleman Hero, 2011, p. 149) For Harry sports provide identity/relief (p. 225); (Ron, p. 211)/Physical sport Thomas Hughes, Tom Brown s School Days (1857) Life at Hogwarts Inter-House competition. Competition structures life at Hogwarts Challenges to get the stone: Winged keys (use brooms Quidditch, p. 279-81), wizard s chess (p. 283), potion riddle (pp. 285-86) Rules: Snape (p. 223), Hermione (p. 181), Dean and Hagrid (p. 188) Even in games, rules can be bent or broken Contest against Voldemort: Life is a contest (a game) for power, about winning Quirrell/Voldemort (p. 291)/Harry s fight against them Dumbledore (p. 298) Chamber of Secrets: Weasley s not life and death (p. 170)

Harry Potter and the Goblet of Fire Quidditch: World Cup International coopetition Quality of play: speed, moves, artfulness V Krum, 106-114 Fans passion: sport creates common identity Violence and dirty play but not illegal: bending the rules Triwizard Tournament Three tasks move to greater isolation for Harry: individual challenge in competition life itself Movement towards less fan participation? First task--quidditch Cheating has always been part of the tournament collapses boundaries between games and daily life (Ch 20) Harry s concern for others Second task: his moral fiber (507). Perspective from outside of the game s boundaries not life itself. Reaction of Ron: winning is everything. Third task: Coopetition Cedric Yule Ball dating as a competition Contest against Voldemort: Life is a contest (a game) for power, about winning Challenges Harry to a duel, a contest to prove who is the most powerful wizard. (Chpts 33-34)

Conclusion: The Worlds of Dickens and Rowling J. K. Rowling trusts Harry Potter s ability to make his way in the world, with the help of friends; it is human relationships, not magic, that assist Harry on the path to discovering his selfhood and place in the world. For Harry, the risks of game playing are an important part of discovering his sense of self as well as the limits of competition which must be grounded in moral and ethical values, in the choices individuals make. We see in the moment of play the willful belief in acting out one s own capacity for the future (Brian Sutton-Smith, The Ambiguity of Play, 198), but the belief in illusion of game playing challenges the individual s perspective of self and society.