Another way of looking at "flow" is to call it "non-contemplative."

As the gamer becomes attuned to the game, they become one event, one action; an oscillating between the line dividing self from other, and the line connecting them as one substance. If the line dividing provides a moment of autonomous self; the line connecting provides a moment of selfless purpose. In games, action has its limits. It is an endless bit-flip between targeter, targeting and target. And yet at least it effects a transformation of gamer and game. Games are a repository for a certain atopian labor, which has the power to confront the necessity of its own choosing. Games do not offer a contemplative response to boredom. If anything, topology makes labor all too contemplative.

Notes:

Folksonomies: gamespace

Taxonomies:
/society/work (0.782840)
/art and entertainment/shows and events (0.724842)
/technology and computing/hardware/computer components (0.684394)

Concepts:
Line (0.829734): dbpedia_resource
Gamer (0.673911): dbpedia_resource
Line (geometry) (0.533426): dbpedia_resource
Game (0.441652): dbpedia_resource
Video game (0.363795): dbpedia_resource
Inbred strain (0.362335): dbpedia_resource
Queue area (0.362335): dbpedia_resource
Gameplay (0.359620): 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