If music writers and other supposed gatekeepers breathe wearily around Swift today, it’s partly because the vestiges of a hierarchy that commercial realities have long toppled remain lodged within the practice of discernment that expertise represents. It’s frankly a fruitless aspect of the work — not discernment itself, which is fundamental, but the maintenance of a binary distinction between what was once called “high” and “low” art, which now could perhaps be identified as “mainstream” and “niche” or, if you’re feeling righteous (and I often am), “the 1%” and “the marginalized.” The reality is that there’s exciting, well-executed art being created at every level of popular culture, and discernment should happen at the level of individual works, though with a constant eye toward how those works are shaped by the economic systems that support or hinder their makers.
What I think is most different about music-driven popular culture now — though not wholly unprecedented — is the gamification of everything. My friend, the scholar and critic Eric Harvey, put this thought in my mind the day after Swift announced Showgirl, when he posted a response to fellow arts writer Sam Adams’ bitter Bluesky comment about the dwindling of the critic’s role in mainstream publications.
“For decades now, people have been conditioned to view popular culture as something to ‘solve’ and the answer keys are on Reddit and YouTube,” Harvey wrote. “So why pay critics to essentially give people homework to do?”
That rang a bell in my brain. The idea that criticism or any kind of “expert” commentary might distract fans from their enjoyment of their favorite music, rather than illuminating it, made me think about what it means when we turn art appreciation into a game with a desired outcome, whether it’s picking up the most easter eggs or, as in museums who provide children with placards that direct them through galleries, identifies the biggest number of preselected details within designated masterpieces. The never-ending egg hunt is a big part of what non-Swifties find exhausting about her rollouts — it takes up an enormous amount of space in the public consciousness. It does something else, too: it trains fans to appreciate art in a particular way. Loving Showgirl, for some fans, is all about deciphering its signals in predictable ways, with the outcome being a solution rather than a surprise. Art becomes something you master, rather than something that affects and potentially changes you.
Don’t get me wrong: I know that many Swifties are deeply enriched by her music and engage with it as a way of better understanding their own lives. And some are even listening with musically attuned ears, noticing her hard work as a songwriter and in the studio, where she’s one of the more meticulous and subtly inventive pop stars we’ve ever had. But the noise overwhelming her signals is all about the game. With every new release, Swifties engage as numerologists and map readers first and only as listeners long after the fun has begun. And they’re doing so under the direction of a master, as I’m not the first to note. No one has grasped better than Swift how music in the attention-deficit century requires a multi-media frame to keep people engaged. (On Monday, to announce the new vinyl variants for Showgirl, she baited fans once again with a countdown clock on her website.) As early as 2012, when she swathed her rollout for Red in crimson at well-orchestrated fan events, Swift has been taking cues from contemporary phenomena like Harry Potter and the Marvel Comics Universe to create a virtual world around her music, and to make that world an eminently solvable mystery.
Swift hardly invented this approach; fans did, with some help from earlier stars who encouraged their obsessions while also being somewhat irked by them. The whole “Paul is Dead” thing around the bass-playing Beatle was a kind of gamification. So was the search for the meaning of Led Zeppelin’s “runes” album title. Prince sometimes planted hidden messages in his videos and songs. Madonna created scripts for her alter egos. In 2006, Trent Reznor even created a LARP-ing game to enhance the rollout of the Nine Inch Nails album Year Zero. K-Pop’s rise came about, in part, because that industry so seamlessly integrated online gaming with music; that’s how we got to K-Pop Demon Hunters. Focusing on the game-like aspect of musical projects, or building them in to define and extend the parameters of those projects, makes fans feel deeply connected to their idols and to each other.