May 08, Erin rated it liked it Who is this book written for? Game Designers? Where the topographic is an analog flow, the topological is the digital divide. It is a line of another type. It is a line that, for a brief, burning moment, reignited the dreams of a topos.
|Published (Last):||28 November 2006|
|PDF File Size:||12.37 Mb|
|ePub File Size:||19.45 Mb|
|Price:||Free* [*Free Regsitration Required]|
Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times.
Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field—where we get ahead on our strengths or not at all. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society.
The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Related Links.