Losing time at the PlayStation: Realtime individuation and the whatever body

A. Mackenzie
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引用次数: 1

Abstract

Abstract In the ways that they currently link images and bodies, online computer games are not just a new form of commodity. As toys, they also materialise a collective, historical temporality. Disjunctions in the timing and spacing of action in computer game play suggest a different kind of temporality might be involved in the formation of contemporary collectives. These games highlight the role of ‘realtime’ in the constitution of an experience of speed. Through Giorgio Agamben's notion of the whatever body, and a particular realtime game, this paper argues that computer games can help locate certain rhythms and times associated with globalised informatic collectives. The whatever body provides a way of negotiating the globalised yet inessential commonality of information, in terms of a temporality which wavers between a‐historical synchronisation and singular events.
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在PlayStation上浪费时间:实时个性化和任何身体
网络电脑游戏目前将图像和身体联系起来的方式,不仅仅是一种新的商品形式。作为玩具,它们也体现了一种集体的、历史的时间性。电脑游戏中动作的时间和间隔的脱节表明,当代集体的形成可能涉及一种不同的暂时性。这些游戏强调了“实时”在速度体验构成中的作用。通过Giorgio Agamben的“任何身体”概念和一个特定的实时游戏,本文认为电脑游戏可以帮助定位与全球化信息集体相关的特定节奏和时间。whatever主体提供了一种协商全球化但无关紧要的信息共性的方式,就在历史同步和单一事件之间摇摆的暂时性而言。
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