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Chapter 4

Gaming the Interval

Dados Bibliográficos

ID23669449
AutoresMichael Fisch (0000-0001-5312-403X, autor correspondente)
Ano2018
Data de publicação2018-01-01
Open AccessNão
TipoCHAPTER
PeriódicoAnthropology of the Machine (SOURCE_BOOK)
EditoraUniversity of Chicago Press (PUBLISHER • US)
DOI10.7208/chicago/9780226558691.003.0005
OpenAlexW4313159180
ISBN9780226558691
IdiomaEN

Chapter four turns from matters of technicity to remediation through an exploration of convergences between the internet and the commuter train. Its principal concern is to understand how the internet thinks the space and time generated in the commuter train network’s margin of indeterminacy. The question draws attention to how the internet enables simulations of commuter space and time, and how in so doing, the internet encourages a shift from knowing and deploying the train in a representational mode to experiencing the margin of indeterminacy differently through performative registers and strategies. Of particular importance in this regard is the way simulation takes its cue from computer gaming. Accordingly, the discussion explores three performative examples in which the space and time of the train is remediated through models of internet gaming.

Aesthetics · Art · Computer security · Epistemology · Indeterminacy (philosophy) · Performative utterance · Principal (computer security) · Sociology · Space (punctuation) · The Internet · World Wide Web · Cinema and Media Studies · Computer Science · Geographies of human-animal interactions · Theatre and Performance Studies

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