TY - BOOK AU - Wark,McKenzie TI - Gamer Theory SN - 9780674025196 AV - GV1469.17.S63 -- W37 2007eb U1 - 306.487 PY - 2009///] CY - Cambridge, MA : PB - Harvard University Press, KW - Computer games KW - Social aspects KW - SOCIAL SCIENCE / Popular Culture KW - bisacsh N1 - Frontmatter --; Acknowledgments --; CONTENTS --; 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 Sim Earth) --; Cuts (Endnotes) --; Directory (Index); restricted access; Issued also in print N2 - 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 UR - https://doi.org/10.4159/9780674044838 UR - https://www.degruyter.com/isbn/9780674044838 UR - https://www.degruyter.com/cover/covers/9780674044838.jpg ER -