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      <title-group>
        <article-title>Bo Kampmann Walther, Lasse Juel Larsena</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Southern Denmark</institution>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper is a theoretically informed reading of the television series 24, which we argue to be a prominent and instructive example of ludification, ie. the use of game design elements in non-game methods with which he tackles and deploys speed television series alters the architecture of narrative into a ludified system obsessed with modes of representing speed and controlling territories of aggression and danger. Ludification, ludology, theory, cinematic television, new media studies and story structures residing in the threshold between (non-linear) games and (linear) stories [7].</p>
      </abstract>
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      <p>
        Nowadays, video games influence
surrounding media, motion pictures, television series,
commercials, web content, even journalism and
social media communication [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. This
influence is called ludification. However, ludification
should not be confused with boosting incentives
or optimizing goal-oriented behavior by utilizing
game components, i.e. what we now know as
gamification [
        <xref ref-type="bibr" rid="ref3 ref4 ref5 ref6">3, 4, 5, 6</xref>
        ]. Instead, ludification
refers to the way that media tell stories shaped by
the structural design and appeal of computer
games. The challenge with attempting a
universal explanation of ludification is that it should at
one and the same time be hard to vary (Popper)
and
define ludification very formally as the use of
game design elements in non-game contexts with
      </p>
      <p>objects
threshold between (non-linear) games and (linear) stories. The analysis of 24 focuses on how a
fictional character increasingly transforms into avatar, notably by becoming the very physical
personWe argue that there is a close connection</p>
      <p>Likewise, ludo-interpretation (ibid.) is our
term for the methodical readings that pay close
attention to the ludic foundations of
contemporary media stories, such as 24 (Fox 2001-2010,
2014), a prominent and instructive example of
ludic storytelling.</p>
      <p>
        With regards to the development of the
science of ludification, our paper contributes on
three levels: 1) Theoretically, by broadening the
scope and subject of ludification by distancing
the term from gamification, which is very much
focused on feedback and motivation in respect to
learning; and furthermore to produce a specific
vocabulary for the kind of gamified [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
      </p>
      <p>
        (ludification) both in cinema and on
television that adopts various techniques from
computer games. 2) Methodologically, by
showing how ludo-interpretation systematically
operate when critically applied to a media text (the
case of 24). 3) And, finally, analytically, by
tentatively paving the way for other readings and/or
adaptations of playful [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9, 10, 11</xref>
        ], ludified media
in a more practical context [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Although ludification ties in with both
gamification and the concept and practice of
transmedia [
        <xref ref-type="bibr" rid="ref13 ref14 ref15">13, 14, 15</xref>
        ] it possesses unique
characteristics and qualities of its own, primarily evolving
around playful ways of creating and interacting
with stories. We consider a deep understanding
of ludification vital for
concept, i.e., ludo-interpretations. Overall,
ludification can be viewed as a larger trend that sees
a rising importance of play in, while gamification
is a subset of it, the strategy aiming at making
non-game phenomena more similar to games.
to be a formal term for what could be coined a
      </p>
      <p>e.g.,
television series. Thus, a ludification of storytelling
a ludification across media and platforms
emerges at the intersection between convergence
culture and gamification and 24 is a perfect
example of such dynamic.</p>
      <p>
        Games have enjoyed astonishing popularity
from the industrial triteness of Pong (Atari 1972)
to the polished triple-A production of Assassins
Creed (Ubisoft 2007-). Economic and cultural
impact are on an unremitting upward trajectory
and has placed play, games and media at the heart
of a dispersed ecology of practice ranging from
local identity creation to global cultural
production and usage as well as a heightened sense of
imagination and manifestation of imagery [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In
cultural studies there is a growing study of how
the introduction of elements of playfulness into
our lives and culture shape processes of
medialization and the formation of participatory cultures
[
        <xref ref-type="bibr" rid="ref13 ref16">13, 16</xref>
        ].
      </p>
      <p>
        The result of all this spirited media
convergence (which is a far cry from only being
subculture) is a complex tie-in between the game
industry and big budget contemporary films and
television [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        A few examples: True Detective (HBO
2014) with all its Lovecraftian twists and weird
mythology is also a reference to the split between
who knows the system and the plot from the
inside. The fiction presents characters who
experience traumatic events. But afterwards, when they
narrate to the viewers (and fellow detectives)
what really happened, they lie. Who (or what) are
we to thrust? Images (experience) or words
(narrative)? Indeed, this split between what happens,
and how it is told or represented, is a basic trait
of playing games: I am and am not the character
I play [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. At the heart of gaming lies a
ritualacclaimed series True Detective is all about lies,
and it can be viewed as an allegory of the
unreliknows her way around games and musters all the
collective intelligence of the information age,
Amazon, Reddit, and YouTube included, to
execute the interrogatory task of unravelling the real
      </p>
      <p>This can of course only be
hinted at here, but the disparity between
protagonist and narrator is elevated to both
meta-fic</p>
      <p>- (and
sarcasm) in the first-person exploration game The
Stanley Parable, a (Galactic Cafe 2011).</p>
      <p>
        The surprise hit series Dark (Netflix 2017-)
German underdog and now a major Netflix
installment extends the intricacies of time travel
and time paradoxes to a point where spectators
thrillingly lose their footing, very similar to game
players losing sight of direction in complex
mazes. The chaos cinema [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] of the Mission
Impossible franchise (Paramount Pictures 1996-)
comes out as a highly regulated play world with
capture the flag game features and an inbuilt
inventory list. Lost (2004-2010) owed its success
to Myst (Broderbound 1993-2010), Robyn and
1993 that triggered a fast forward evolution in
high polygon rendering and complex storytelling
in games.
      </p>
      <p>In television series 24 (2001-2014) we
follow Jack Bauer, played by Kiefer Sutherland,
a pro-Bush, strike-first Rambo 2.0 armed with a
smartphone and
highto say that 24 fashioned a new visual generation
of cinematic television dressed up as video
games: In reality, 24 is an action game without a
controller.</p>
      <p>The following reading investigates how a
fictional character increasingly transforms into
avatar, notably by becoming the very physical
personification of the abstract notion (and sensation)</p>
      <p>claim that there is a close
Bauer and the various methods with which he
tackles and deploys speed, and furthermore how
the television series itself alters the architecture
of narrative into a ludified system obsessed with
modes of representing speed and controlling
territories of aggression and danger.</p>
      <p>
        The avatar of Kiefer Sutherl
in the television series 24, is not playable in the
traditional, physio-ontological sense, using a
controller and a gaming interface [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]; but the
series
      </p>
      <p>
        [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] within a game
world based on game rules. It is the game
structure overlain on top of the fictional construction
that brings forth certain types of quasi-physical
interactions, and therefore one may ask: How far
can cinematic media venture in their desire to
      </p>
      <p>mselves? As we shall see in the
reading of 24 this question is very much tied up with
Arabs, daughters, and game mechanics of
firearms and cars loaded with smart technology.</p>
      <p>
        Our paper is structured the following way:
Taking off from a list of game elements in 24, we
look closer at how the organization of screens,
viewpoints, and representation of information
become not only means to piece the narrative of
24 together, but further how they together
conA
tors of speed and power and the various moving
vehicles of Bauer follows next along with
readings of how this territorialization contributes to
the representation of 24 as a game world with
game rules [
        <xref ref-type="bibr" rid="ref21 ref22 ref23 ref24">21, 22, 23, 24</xref>
        ] and a corresponding
gameplay. The paper ends with a tentative
conclusion and some theoretical thoughts on the
confines and limits of ludo-interpretation.
      </p>
      <p>There is a scene in 24 where Jack Bauer,
exhausted, stripped of all his American
prerogatives, stares into the camera. Intuitively (at least
to invoke the tradition of puncturing the fourth
wall of storytelling, turning this rather banal
scene into a sign of self-referential cognizance,</p>
      <p>
        But this is not the
case. Bauer does not gaze into the camera as if to
question his own fictional partaking. He is not
some stupid action hero well, some might think
he is scooped by imprudent rules that keep him
trapped inside fancy vehicles and a fast-paced
movie. Jack looks into a monitor that belongs to
the sophisticated telecommunication gear of
CTU, no more no less. If there is any classiness
in his frantic stare it does not stem from a
reproduction of the spectator gaze. Rather, it refers to
the omnipresence of the kind of televised
equipment necessary for regional dominance and
control of power: people watching Jack while Jack
watches others. Jack Bauer is a playable gamer:
we play him while he plays the game. This is
almost like watching games brought to life on
Twitch [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]; or cheering on
YouTuber, say, Pewdiepie, to make it to the next
level [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. However, Jack is neither supposed to
know that he is playing a game (and that we are
playing a game with him in it), nor detect
references to a wider world of commercial games and
gaming communities. Essentially, he becomes
the Fix-It character in the animation movie
Wreck-It Ralph (Walt Disney Studies 2012). Or,
more to the point, he is a tragic embodiment of
Mario who in his blissful ignorance constantly
tries
-ending entertainment installment, but of course with
real guns and real blood instead of mushrooms
and lucky coins.
      </p>
      <p>24 is a
dence of a growing trend in cinema and
television: the ludification of story objects and story
structures. 24 is an example of how a traditional,
Aristotelian story with a beginning, middle, and
an end, has become ludified and which therefore
calls for a type of enquiry a ludo-interpretation
rooted in computer game theory (ludology).</p>
      <p>We propose the following list of game (or
ludified) elements in 24. Note, that the list is
deliberately made up of standard industry terms;
features that occur in almost any commercial
game.</p>
      <p>Main character/avatar/gamer: Speed aka Jack Bauer
(Kiefer Sutherland).</p>
      <p>: The
Bauerall of whom are ludic devices set within a confined
game world with game mechanics and obeying game
rules.</p>
      <p>(their AI): Potential destructors of
through spaces or levels.</p>
      <p>: Keep car stable and
operSetting (game world): Los Angeles (or New York or
London).</p>
      <p>Rules for transgressing game world: Travel to China,
get captured and tortured; return with a full beard.</p>
      <p>This only happens between seasons. As does potential
divorce(s), drug addiction and recovery, and aging.
Core mechanics: Special use of weapons, Armor,
Catch-Up, increase/decrease of Class, general XP and
HP.</p>
      <p>Time: Real-time, 24 hours (minus commercials).</p>
      <p>Cutscenes: Presidential orders, rogue instructions,
tially all of them). Can be combined using
splitscreen.</p>
      <p>Sites on the game board: 1) Officiary facilities, 2)
rain, each equipped with core mechanics and a
symmetrical amount of AI to keep Bauer busy.</p>
      <p>Game Balance: Constant asymmetry bet
Goal: Save the world.</p>
      <p>Save game: Every 24 hours. Micro-save during
commercial breaks.</p>
      <p>
        The TV series 24 first aired on the American
Fox Channel in November 2001, problematically
close to the events of 9-11 [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Eight and a half
seasons or 204 episodes later it closed down July
14th, 2014. Although we shall primarily dive into
some of the rather abstract claims about the
inherent game character of 24, it will be helpful to
quickly provide the highlights of the plot and
scope of the series limiting ourselves to the first
modus vivendi.
      </p>
      <p>The first twenty-four episodes take place on
the day of the Presidential primary in Los
Angeles, where Jack Bauer, chief field agent at the Los
Angeles-based CTU (Counter Terrorist Unit),
and his distinguished team of men and women
uncover a plot to gun down Presidential
contender David Palmer. With only 24 hours to
dealso deal with his stressful marriage and the
unexpected disappearance of his troubled teenage
daughter. This juxtaposition of big-time political
conflicts and micro-sociological issues becomes
an enduring theme of the narrative from this
point on. In Season Two, now-President David
Palmer reaches out to Jack, who is called upon to
stop another terrorist plot with global
implications. A nuclear bomb is set to go off sometime
that day in Los Angeles. Of course, Jack is the
only one who can stop it. Three years later (in
fiction time), in Season Three, Jack captures and
detains a powerful drug lord named Ramon
SalUS Government with the threat of releasing a
virus that will kill millions if they do not set him
free. Palmer seeks re-election for a second term,
together with a crooked chief of staff, and a
girlfriend who may not be telling him all he needs to
know.</p>
      <p>
        Interestingly, 24 can be viewed as a massive
commentary on and use of dromology, or speed
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Dromos is the Ancient Greek noun for race
or racetrack. On one level, speed signifies the
upbeat tempo that is personified by Jack Bauer and
and contemporary styles. On another level, speed
works as an underlying code that the viewers
need to adopt and adapt to in order to gradually
unlock the many game-like scenarios and
qualities of 24. Speed is not just something that the
series is about; speed is also, and more
decisively, the code necessary for the production of
meaning in 24 as a whole.
      </p>
      <p>
        Paul Virilio argues that the role of speed has
previously been overlooked in accounts of the
organization of civilizations and their politics, and
that speed is crucial to the production of wealth
and power [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. According to Virilio, speed is a
measure of a triumphant dominance over and
control of space. Speed, moreover, is a variable
of how information is carried over distances, as
attested by Manuel Castells [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Resolutely
rejecting the forms of economic determinism that
dromology focuses on those instruments that
accelerate and intensify speed, and which augment
the wealth and power of those groups who
control them. In his vision, the military comes to
control speed, thus becoming a governing power
in society that affects all layers of a differentiated
society. This way, speed signifies not just
transportation but also the mechanisms of networks
synchronicity becoming the ultimate standard.
      </p>
      <p>
        24
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. As evidenced in the following quote from
Jack right after he is briefed from CTU
headquarters that an aiding SWAT team is twenty minutes
away from the scene:
Jack: Dammit.
need to intercept now, before they move the nuke.
      </p>
      <p>
        Later on, we shall see how Jack uses the art of
dromology to his advantage in the pursuit of
saving the world, mastering the mechanics of the
fiction he is placed within and winning the game.
24 was one of the first major TV shows to
present its story across several platforms; television,
web, PC games, and websites, constantly
overstepping the demarcations that used to define the
specificity of media and their contents [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
      <p>An enduring trademark of the 24 brand is the
porous network of screens and sub-screens. The
effectiveness of this technological stamp is
verified in the beginning and finale of an episode.</p>
      <p>
        When the plot thickens, and the digital watch
approaches full hour, we are reminded each week
that Jack has more than a few calamities to take
care of [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Compared to the computer game
interface the split-screen mode locates between
first person shooters and real-time strategy
games. Repeatedly the camera is placed
exso that we experience the events from his
position in space. This is an example of internal
focalization, a spatial modus operandi that enables
the viewer to perceive space from within
analogous to classic first-person shooters like
Quakeseries (id Software 1996-), Doom-series (id
Software 1993-), and Unreal Tournament-series
(Epic Games 1998-).
      </p>
      <p>However, the screen is also designed so that we
may concurrently access different layers of
information and embark upon story trajectories
similar to strategy and role-playing games (e.g.
Bal</p>
      <p>1-2 Black Isle Studios),
StarCraft-series (Blizzard Entertainment 1998-), and World
of Warcraft (Blizzard Entertainment 2004-). This
spatial technique is called external focalization
that feeds from frequent shots of computer
screen as props and gadgets within the story.</p>
      <p>CTU headquarters has of course lots of them, but
Jack himself also employs a choice of palmtops,
devices including the allusion to shooters and
strategy games are part and parcel of the intrinsic
tension between logistics and structure on one
side and chaotic density on the other. And since
the audience cannot rise above the visual
representation of real-time that would acquire flash
backs, switching time sections, etc. the
characters of 24 do the job for us. They provide
overviews, get hold of status reports, sneak up
reliable intelligences, and download intelligible
crime topographies.</p>
      <p>As already mentioned, dromology operates on
the basis of speed and paths through terrains.</p>
      <p>
        Both relate to the spaces that the characters
inhabit and pass through, for instance, the urban
space or military facilities [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        24 as a
pher Hight claims that Jack Bauer uses
transportation and telecommunication equipment to
move through zones of war and conflict where
each scenario seems to seamlessly trigger the
next [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. Almost as if Jack was placed upon a
conveyor belt. Jack uses vehicles, mobile
phones, and heat maps from the ludified
inventory that functions as
as Hight calls them to slide through scenarios
fully equipped and armed. In ludic terms this is
the avatar-character in a constant state of alert
progressively unlocking mechanics and
flawlessly gaining access to ever new sites of
conflict. In a more traditional cinematic sense, the
style and visuals of this
action-on-a-conveyorbelt allude to th
tions, theatrically displayed in movies like Baz
      </p>
      <p>Moulin Rouge (20th Century Fox
2001) and The Great Gatsby (Warner Bros
Pictures 2013).</p>
      <p>Anna Karenina (Universal Pictures) from 2012
also springs to mind.
prime vehicle, the Chevy Suburban SUV, as a
literary sign rife with allegorical and ideological
meaning, the communication and transportation</p>
      <p>ransform into
deterritorializing vectors: forces that pose as threats
to a territory. The kind of vectors that Jack
possesses must be mobile, which is fitting for a
special agent always on the move; they must be fast,
and operationally efficient. However, all these
props also serve the imminent conflict and
unbal</p>
      <p>. At all times they may
destabilize his path, knock him down from the belt or
otherwise interfere with the seamless trajectory.</p>
      <p>In 24, vector quantities are equally or perhaps
more important than speed itself. While speed
(50 miles per hour) is a scalar, and the same goes
for distance, velocity (60 miles per hour south) is
a vector. Vectorization implies both the
magnitude and the direction of an object, such as
driv</p>
      <p>r swiftly from point A to point B.</p>
      <p>
        Vectorization transforms an open territorial
space, a space that can be negotiated (a
playspace) into a closed and structured space (a
game-space) [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. When vectors operate in a
territory, especially as means to defend against
decontrolling the borders of a (region of) space by
structuring the possibilities of movements within
this (region of) space.
      </p>
      <p>
        Vectorization happens within territories, thus
serving as bridges
and those of the non-player characters (the
the world. His actions are constrained similar to
a game with fixed rules, quantifiable outcome,
and a semantic of winning or losing. The
structuring of this area and its topographical nodes
dog his measures. From a political and military
perspective, territory is a space to be defended
and secured, and to be invaded and colonized
[
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. Within modern societies, such territory was
defined and occasionally defied by the
nationstate. In the contemporary world that 24
depicts Empire the
city in which Bauer operates has been displaced
by a machinery of speed and power [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]
      </p>
      <p>
        ssive,
apocalyptic allusions and disorientation: the city is,
simultaneously, the desert, and the desert can
easily be mistaken for the city [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. LA is merely
a synonym for game-space, the game board or
game world. At any range, instantaneous military
violence can be launched from hidden spaces,
such as airplanes, nuclear submarines, missiles,
and biochemical sources.
      </p>
      <p>Ultimately, 24 can be put on a formula:
Momentum + direction = mission.</p>
      <p>It embodies the oldest mode of storytelling
questing with an in-build drive towards the
rai</p>
      <p>
        of real-time [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. The invariable tasks
that Jack Bauer must undertake throughout the
seasons do not merely follow from the abiding
narrative and the unyielding plot. Rather, they
should be seen as the bundles of activities which
trigger the gamified errands of Bauer.
      </p>
      <p>
        These errands can be grouped into three: 1)
The task of protagonist is to locate nodes
within a network in which case Jack is a
space
as time rushes by, and he gets wounded more and
more, is a testimony to his enduring
professionalism. 3) Finally, Jack must pursue focal points
within a topographical space. This latter activity
positions
the lookout for new levels, access points, and
passages leading from one region of space to
another. The frenzied pace of unlocking new levels
local sites to each other in 24
appears cynical: He has already been there; he
has already done that; floating on top of the
conveyor belt. At other times, however, there is a
sense of novelty and fresh panic invested in the
many hidden, disorienting, and vulnerable areas
of Los Angeles and its vicinity. The vectorization
of speed suggests that the unfolding of space is
important, not only in the obvious sense that it
participates in the conventional extrication of the
plot and its structures, but also because the
unfolding is set here within a networked, abstract
space in which qualities of surfing, interpreting,
and gaming are vital.
play: the formalized interaction that occurs when
a player follows the rules of a game and
experiences its system through play [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. In the midst
of
physical rules of
very often get confused with the mission rules.
      </p>
      <p>Sometimes, Jack pauses and tries to understand
the rules of the world that demand a certain
outcome of him and dictates a specific position on</p>
      <p>-time scheme
of things, which translate to the physical and
pragmatic environment, there rarely seems time
enough to question neither the nature of the
underlying frame of fiction or the superficial game
missions. Jack rarely if at all verbalizes the stress
that comes with such a double bind. He shares
this trait with Jason Bourne who cannot and
must not reflect on his fighting mechanics
while caught in the actual (boss) fight. Both of
them just keep going, on top of their conveyor
belts.</p>
      <p>
        The narrative commotion in the opening
Jason Bourne movie (Universal Pictures 2002)
ciradvanced strategic capabilities. The character,
played by Matt Damon, is not aware, to begin
with, that he even has such potential. The kind of
action that Bourne performs, kickboxing, taking
down multiple enemies at once, using
complicated, semi-automatic rifles, climbing down
rooftops, seems transgressive, somehow outside
his realm. And yet the viewers know exactly that
these features firmly connect to the game Bourne
is playing [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. In fact, this double token of the
playful, franchised, modern day action hero is
equally the tie-in to games and the reference to
mythologized story scenarios: The hero thinks he
is deploying transgressive forces, while
spectators are acutely aware that the former is simply
using immanent skills; much the same way that a
prince believes his voyaging into mysterious,
dangerous territory (preferably by crossing a
pens in just about every fairytale. Jason Bourne
may contemplate, inside the fiction, that he is
trying to figure out or remember the outline of a
game he does not quite comprehend. We, the
audience who know better, understand that this
excursion towards clarification and the subsequent
operationalization of said clarity is part and
parcel of the character driven game.
      </p>
      <p>Just like the Bourne universe 24 encompasses
a game world, game rules, and game mechanics.</p>
      <p>The fictional world (made up of finite territories)
is commonly the city of Los Angeles (later on
New York and London). Rules address the
attempt to secure a territory (think the map</p>
      <p>Counter-Strike (Valve Software
1999), disentangle a conspiracy (as in the video
game Deus Ex (Eidos Interactive 2000), and
prevent a catastrophe from happening. The most
obvious parallel, however, is to the Grand Theft
Auto game franchise (Rockstar Games 1997-).</p>
      <p>Notably GTA San Andreas (2004), which
happens to take place in an LA-like urban
environment stigmatized with discrete boundaries
between both hostile and friendly sites, and which
like 24 channels the action through speed, motion
and the use of violent and de-territorializing
conveyor belts.</p>
      <p>
        Mechanics, in 24, apply to the adjustable,
usually movable, damageable, and, to a certain
terms from Pure War, game mechanics involve
those instruments that accelerate and intensify
speed [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]. Movements in urban space bring out
an order that is depicted in terms of a
contingency of actions and an intention to control such
movements by locating those military and
political technologies that will be able to master them.
      </p>
      <p>As a character Jack Bauer continues the
tradition of the Hollywood action hero. The typical
action hero can be grasped as a cultural
commodity and a composite made of game parts. The hero
typically comes with three pre-installed features.
1) He or she are modifiable to the extent that they</p>
      <p>ill set.
2) They are location-based, implying that they
simply have to stick to the confines of the game
board. 3) And, finally, they are vehicles of
(speedy) accomplishment. Very often, they are
forced to take control of their own vehicle (a car,
their own bodies, weapons); and equally often
someone or something else takes control of them
and uses them as a vehicle. Heroes always act as
(sometimes from God, in Blues Brothers
(Universal Pictures 1980), and they always drive
themselves toward a goal. In fact, they are the
ultimate, cliché ridden God of structuralist poetics,</p>
      <p>
        [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]. Although they
maneuver within a narrow and very controlled
world sealed off by strict (game) rules, they are
also designed to be flexible. They are toys [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
assemblages that can be pulled apart and
reassembled in the wider context of consumption.
      </p>
      <p>heroes does not relate
to their ethos or other such moral or
psychological constitution. Instead they owe their existence
to a mode of elasticity enabling each and one of
us, the consumers and interpreters, to fuse Jack
perhaps teaming up with the semi-ironical and
very British brutality of Jason Statham
lage of action characters. In short: Action heroes
are one-dimensional, yet flexible things.</p>
      <p>Jack follows rules. Not just by doing what he
is told by the President or other superior figures
but by subjugating his will to that of the game. If
he (or we) does not abide to the absolute,
nonnegotiable rules of the game there is no game. He
moves (fast) within the confines of the board and
its parametrical edges. As such, the way that Jack
acts out the mission equally combines narrative,
space, and gaming. 1) In the narrative regime by
fulfilling one quest after the other of the plot. 2)
Spatially by securing and regaining power of a
territory under siege. 3) And in terms of the game
he is playing by combining cartographic and
networking knacks with those that allow him to
interpret the various deceptions as means to steer
effectively through the game and follow it right
to the end of the line.</p>
      <p>It goes without saying, that were he to
overstep this line, he would essentially, and literally,
rantino way of thinking, but in the overtly
pragmatic sense of aborting the game. If he goes to
China, for instance, this happens between
seasons, or as a kind of preparation for (the next)
gameplay. Is he a toy? Sure, Jack can be treated
like a toy, much the same way as the iconic
action heroes James Bond, Jason Bourne and John
pict the whereabouts of the fictional Bauer they
may be playing with him, because they activate</p>
      <p>-like attributes and free him from
his platform, aka the television series. But still
they duplicate exactly the board of Greater Los
Angeles (now on the real Google Maps) thus
echoing what Jack Bauer fundamentally does best:
Play by the rules = stick to the board. In many
ways, Bauer is the last of the dead serious action</p>
      <p>of irony or
self-referentiality in him. As such, he is the quintessence
and reference point of ludification.</p>
      <p>In the attempt to read 24 as a ludic fiction, we
should not confuse the installment of weapons,
telecommunication, and transportation devices
with understated signifiers of geopolitical, urban
worry. There is a tendency to treat such devices,
guns, phones, and cars, as either parts of a
narratological framework, repeated over and over in
movies and television series, or as food for
alle</p>
      <p>24. On
the contrary, one could imagine a hermeneutician
insist, it is a symbol of modern struggle, a subtext
revealing the complex interaction of control and
territorial dominance, on the one hand, and
alienation and territorial threat, on the other. But what
if this rich container of significance and
allegorical prominence was deliberately emptied? Intro
ludo-interpretation, at least in its bleakest, purest
and most cynical form.</p>
      <p>What
ing vector; the car as an amalgamation of
velocity and momentum; the car as an enclosed space
within which and upon which Jack Bauer, our
hero, plays out his game and defeats his enemies,
one by one. The trick is to think of something that
enables a move from A to B, the action that this
movement involves, rather than the sumptuous
meaning and socio-cultural concern it brings
erary style in the age of computer games.
Symhas to figure out before one can observe the real
truth about this car. The same thing would
happen if one were to ask a Freudian scholar armed
with an analytical apparatus of suspicion to stop
treating dream scenarios as symbolic
significations. This would be almost impossible. In
ludointerpretation, ideally a train is a train is a train
and not a token of sexual intercourse. A car in 24
is a car, a vehicle, a vector, and a game mechanic.
owe her functionality in the show to a
commitment to the ethos of Jack Bauer, as character and
dramaturgical cliché. Instead, Kimberley (Elisha
Kushbert) is merely a non-playing character, an
NPG, that has to be collared and eliminated,
efwithout too much damage, and without overtly</p>
      <p>Ludo-interpretation thus becomes a strategy
of hermeneutical negation. Its sufficiency is
equivalent to the ruling out (rather than the taking
in) of socio-cultural, political, and narratological
signs in order to arrive at the ludic nucleus of the
story-game. In this paper we have tried to unravel
the bits and pieces of this nucleus and at the same
time demonstrated what ludification is and is all
about.</p>
      <p>Viewed from a materialistic, and ontological,
understanding of linear media, a television series
can never count as a truly interactive form.
However, as we have explained through our dromos
infused case study of 24, it is the epistemological
markers of game-like qualities (speed, weapons,
conveyor be that not only
question the more general claim that computer games
represent a new, spatial mode of storytelling
but also dictates a methodological rethinking of
the factual elements we see on television. The
danger is of course that such a methodology, and
a fitting case, end up becoming a rhetoric attempt
to use game metalanguage to describe a TV
series. In this paper we have tried the exact
opposite: to read 24 as a stone-faced, epistemological
game.</p>
    </sec>
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