Review

Notes:

There were issues with this book, but I appreciate how the Critical Theory aspects of it serve as a sort of "red pill" to break us out of our complacent acceptance of the world--specifically in video games. Many reviews complain about the erudite verbiage, but all Critical Theory makes use of newly-invented words in order to circumvent our preconceptions about the social constructs that rule our lives. I appreciated the concept of the "allegorithm" of how the programming of games is used to define a world, the questioning of "play" in games when really many games are actually work, criticizing the concept of "flow" and calling it "non-contemplation," and the idea that the best gamers are merely the ones who most internalize the algorithms. This book is not for everyone. It is dense and obtuse, but also highly effective and will be very enjoyable for the right readers.

Folksonomies: reviews gamespace

Taxonomies:
/science/social science/philosophy (0.864916)
/law, govt and politics/politics (0.747755)
/science/social science/sociology (0.698223)

Concepts:
Video game (0.808268): dbpedia_resource
Critical theory (0.765166): dbpedia_resource
Computer programming (0.729649): dbpedia_resource
Right-wing politics (0.707466): dbpedia_resource
Word (0.700336): dbpedia_resource
Social constructionism (0.695599): dbpedia_resource
Philosophy (0.666640): dbpedia_resource
Psychology (0.664942): 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