Gamer theory /

Wark, McKenzie, 1961-

Gamer theory / McKenzie Wark. - 1 volume (unpaged) : illustrations ; 22 cm

Includes bibliographical references and index.

Agony (on The Cave) -- Allegory (on the Sims) -- America (on Civilization III) -- Analog (on Katamari Damacy) -- Atopia (on Vice City) -- Battle (on Rez) -- Boredom (on State of Emergency) -- Complex (on Deus Ex) -- Conclusions (on SimEarth) -- Cuts (endnotes) -- Directory (index).

"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 Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game."--BOOK JACKET.

0674025199 9780674025196

2006102852


Computer games--Social aspects

GV1469.17.S63 / W37 2007

306.487

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