The Digital is All About Boundaries

The digital is all about boundaries. The digital does not follow a moving line, it imposes a grid of lines which produce a series of boundaries. In the analog, difference is the productivity in excess of itself; in the digital, difference is a negation that comes from without. Roll the ball as much as you like, but unless it reaches the size King Digital demands within the time He allows, you fail — and are subjected to His lofty disdain.

The analog is variation along a line, a difference of more and less. The ball gets bigger, or smaller. The digital is divided by a line, a distinction between either/or. Either the ball is big enough to be a star or it isn’t. The analog may vary along more than one line at once, producing the appearance of a qualitative difference. The digital introduces a code, which may produce complex relations among its terms, but all the terms are separated by the same line of absolute distinction. All the Katamari balls that are big enough become stars, each with its own name and location, but all are points in the same heavens.

Notes:

Folksonomies: digital gamespace

Taxonomies:
/technology and computing/consumer electronics/tv and video equipment/televisions/hdtvs (0.644574)
/technology and computing/consumer electronics/tv and video equipment/video players and recorders (0.631163)
/technology and computing/hardware/computer components (0.628178)

Concepts:
Code (0.896989): dbpedia_resource
Katamari (0.760527): dbpedia_resource
Line (0.491398): dbpedia_resource
Dimension (0.418484): dbpedia_resource
Comes (0.398877): dbpedia_resource
Appears (0.387814): dbpedia_resource
Phenomenon (0.359011): dbpedia_resource
Visual appearance (0.355025): dbpedia_resource

 GAM3R 7H30RY version 1.1
Books, Brochures, and Chapters>Book:  Wark, McKenzie (April 2007), GAM3R 7H30RY version 1.1, Retrieved on 2024-05-29
  • Source Material [www.futureofthebook.org]
  • Folksonomies: critical theory gaming