There are two fairly commonplace facts about games which seem relevant to a discussion of Alice in Wonderland. First, games are rule-governed, and so orderly; but playing a game involves a creative application of the rules, as Wittgenstein reminds us in Philosophical Investigations, and thus allows for freedom: rules are fixed, but moves are to some extent unpredictable. Seen in this way, a game might appear as a paradigmatic fusion of order and liberty—one, perhaps, of some relevance to society. Second, games involve a means/ends rationality, but aren’t in themselves functional: they are played as ends in themselves and in that sense transcend considerations of sheer utility. From this viewpoint, games raise interesting questions about the relations between rational and ‘irrational’ for msof activity, and indeed this issue is touched on at the very beginning of Alice: the White Rabbit appears just as Alice is wondering ‘whether the pleasure of making a daisy-chain would be worth the trouble of getting up and picking the daisies’, pondering the relations between utilitarian effort and creative play. This, too, has a wider social application which the book brings out.
Alice in Wonderland abounds in games; indeed, most of the central scenes—the Caucus Race, the tea-party, the croquet match, the lobster quadrille, even the trial—are games of a more or less direct kind. But, of course, these games are, by normal standards, very peculiar. The croquet game, for instance, is completely chaotic, since the players ignore the rules and the equipment won’t stay in place. Alice has to hit a rolled-up hedgehog through the arch of a doubled-up soldier with a flamingo, but the hedgehog keeps unfurling, the flamingo won’t keep still and the soldiers continually get up and stroll away at the crucial moment.