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My proposition is that considering texts in the same way we might games invokes the inspection of a multitude of different spatial layers of interpretation. These layers in contemporary society are largely rendered in media as a site of conflict between reality and other worlds. The interjections of game-space into an individual's daily life is being treated as a speculative future and from this observation, the entrapment of the individual in texts is being carried out through metafictional techniques designed to promote the text as a 'real world' artefact. Game-space cannot be solely defined within the digital realm because play is never so defined as to be on or off, 1 or 0. Play, and the game-space, are analogous components that are constantly involved in the individual's relationship to the world.
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