Gaming the Interval
Gaming the Interval
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.
Keywords: Internet, Gaming, remediation
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