Gamer Theory / / McKenzie Wark.

Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of...

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Superior document:Title is part of eBook package: De Gruyter HUP eBook-Package Backlist 2000-2013 (Canada)
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Place / Publishing House:Cambridge, MA : : Harvard University Press, , [2009]
©2007
Year of Publication:2009
Language:English
Online Access:
Physical Description:1 online resource (240 p.)
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505 0 0 |t Frontmatter --   |t Acknowledgments --   |t CONTENTS --   |t Agony (on The Cave) --   |t Allegory (on The Sims) --   |t America (on Civilization III) --   |t Analog (on Katamari Damacy) --   |t Atopia (on Vice City) --   |t Battle (on Rez) --   |t Boredom (on State of Emergency) --   |t Complex (on Deus Ex) --   |t Conclusions (on Sim Earth) --   |t Cuts (Endnotes) --   |t Directory (Index) 
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520 |a Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society. 
530 |a Issued also in print. 
538 |a Mode of access: Internet via World Wide Web. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 30. Aug 2021) 
650 0 |a Computer games  |x Social aspects. 
650 7 |a SOCIAL SCIENCE / Popular Culture.  |2 bisacsh 
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