I didn’t much care for this book, it wasn’t long but it was thick with theory and made my head spin. The section about the sims and playing into was interesting enough, says the gamer who loves the sims. The gamespace concept was a lot though, my understanding was that it was just one giant magical circle covering everything though.
By Digital world he refers to incorporates games, social, steaming, etc.
Allegory of the cave: if people are chained to the wall of the cave, and all they know is the shadows on the wall. This is their world, all they know and can explain. They can only use the tools they were given.
This gamespace (or digital world) is the cave.
The importance of this is the fact that they have their own language the speak through the concepts of digital media and games.
Wark is saying that the physical world has become “imperfect” because the real world doesn’t always reward the efforts. Society has shifted because of the digital world, and expects that after a certain amount of effort you should be reward like in games.
(for example, after getting your diploma you SHOULD be rewarded with a job, but that’s not necessarily the case.)
In your writing, the connection of allegory of cave example and the game world was really interesting point to read. I understand the concept better than before. But I don’t agree that game space is like the cave because the real people is the one who makes the game space. I think game space is the mirror that reflects our society. It is similar but not same with the real world.
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I like your response and the allegory of the cave is interesting to me. It talks about the people being chained and unable to see outside the cave but once they leave the cave they are in another one that they can’t escape. The way out of any cave is to go into another one but the people you left behind are going to stay in their cave and don’t come with you.
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