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Tiny Bookshop: why gamers are choosing to spend their free time simulating work – according to philosophy

In the recently released game Tiny Bookshop you are invited to “leave everything behind and open a tiny bookshop by the sea”. Tiny Bookshop has been described as an ambient narrative management game, which has a cosy and calming feel.

From Zoo Tycoon to SimCity and now Tiny Bookshop, computer games have made work feel like play. But the recent explosion of “cosy work simulators” reveals something profound about modern labour and why we’re seeking meaning in the most unexpected places.

Critics and fans have loved Tiny Bookshop, where players spend hours organising shelves, recommending novels and chatting with customers. Meanwhile, 15 million people have bought Euro Truck Simulator 2 to drive virtual trucks on digital motorways. Stardew Valley has sold over 20 million copies, letting players escape to virtual farms where they grow turnips and milk cows.

This isn’t just escapism. It’s something philosophers have been trying to explain for decades.

Research has shown that video games are as powerful as morphine. Other researchers have commented that gamification of work is pacifying workers who should be demanding better conditions. There’s truth here. It’s easier to download Tiny Bookshop than to quit your corporate job and start a real shop.

The romanticisation of small businesses also ignores that bookshop owners often earn little and have no benefits. You can quit playing a game and return to it when you feel like it. That’s not so easy with real jobs.

But dismissing these games as mere escapism misses something crucial. As political theorist Kathi Weeks argues, they function as “laboratories for post-work imagination”. Players aren’t escaping bad work. They are rehearsing better work. They are experiencing what labour could feel like if it served human needs rather than capital accumulation.

Beyond escape: reimagining labour

Johan Huizinga, the Dutch historian who invented game studies, had this concept called the “magic circle”. When we enter a game, we step into a special space with its own rules. Inside this circle, mundane activities become meaningful because we’ve chosen to be there.

Think about it: washing dishes is tedious. But washing dishes in the game Unpacking is meditative. Filing paperwork is soul crushing. But processing immigration documents in Papers, Please becomes a moral thriller. The difference? Agency and consent. We’ve voluntarily entered these spaces, transforming obligation into play.

Karl Marx would have had a field day with this. His theory of “alienation from work” argued that industrial capitalism separated workers from what they produce, how they produce it, and why they’re producing it. In real jobs, you might never see the finished product, never control the process, never understand the purpose.

But in Tiny Bookshop? You choose the stock, stack the shelves and sell to customers who thank you. The entire cycle is visible, controllable and meaningful. You’re experiencing what Marx described as work where you control the means of production and see direct results.

Work as play, play as work

Humans have always blurred these boundaries. Children, for instance, instinctively play house or play shop, rehearsing adult work through voluntary recreation.

What’s shifted is scale and context. The explosion of cosy work simulators around 2020 wasn’t coincidental. As research shows, these games attracted entirely new demographics, particularly women and older adults, who’d never identified as “gamers”. They weren’t seeking escape from reality but rather a different version of it.

The Korean game Work Time Fun (originally released as Baito Hell 2000) made this explicit, parodying meaningless labour by having players cap pens for virtual pennies. Critics called it “deliberately boring”. Yet people played it obsessively, suggesting something deeper than entertainment was at work.

The academic and game designer Ian Bogost’s concept of “procedural rhetoric” explains how games make arguments through their systems rather than stories. When Euro Truck Simulator rewards careful driving and timely delivery, it’s making a claim about what makes work satisfying. When Tiny Bookshop connects every sale to a customer’s happiness, it argues that commerce can be personal and meaningful.

This connects to what the Hungarian-American psychologist Mihaly Csikszentmihalyi calls “flow” – a state where time disappears because you’re perfectly balanced between challenge and skill. Real jobs rarely create flow: feedback is delayed, goals are unclear and difficulty spikes randomly. But games are flow machines, carefully calibrated to keep you in that sweet spot where work feels effortless.

The anthropologist David Graeber’s theory of “bullshit jobs” adds another layer. He argued that up to 40% of workers secretly believe their jobs are pointless, what he called “box-tickers”, “flunkies”, and “taskmasters” who exist only to manage other managers. These jobs violate something fundamental about human nature: our need to feel useful.

Virtual work offers the opposite. Every customer in Coffee Talk has a story. Every crop in Stardew Valley feeds someone. Even in Papers, Please, a game about bureaucracy, your decisions determine life and death. These games provide what philosopher Byung-Chul Han warns we’ve lost: clear connections between effort and outcome.

The shift from SimCity to Tiny Bookshop reflects changing aspirations. We’re less interested in managing systems and more interested in human-scale interactions. Less excited by efficiency and more drawn to meaning. The fact that millions choose to spend free time on virtual labour that mirrors real work but with agency, purpose and visible impact is itself a form of critique.

These games reveal the gap between what work is and what it could be. They show us that the problem isn’t work itself, but work stripped of autonomy, meaning and connection. In Huizinga’s magic circle, we glimpse what Marx imagined: labour that develops rather than diminishes us.

The next time someone questions why you’re wasting time managing a virtual bookshop, remind them you’re not escaping work. You’re experiencing what work could be. Voluntary. Meaningful. Genuinely productive. The fact that we have to find this in games rather than our own jobs isn’t a gaming problem. It’s a work problem.

And millions of us, controller in hand, are imagining solutions.


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