Games serve as a "flight simulator for agency," allowing individuals to voluntarily adopt temporary, disposable goals that provide clarity and structure often absent in the complexities of real life. While games foster social bonding and self-discovery, they contrast sharply with metrics, which quantify performance in large-scale societies. When metrics become targets, as described by Goodhart’s Law, they often strip away nuance and distort original objectives, such as when academic institutions prioritize graduation rates over genuine student success. Joanna Kavenna’s novel *Seven* explores these themes through an absurdist quest and a fictionalized game, highlighting the tension between human consciousness and the algorithmic nature of modern technology. Ultimately, the act of playing—whether through board games or creative pursuits—offers a vital, embodied experience that remains distinct from the cold, data-driven structures of contemporary digital life.
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