The Question of Spatiality in Computer Games
@inproceedings{Aarseth2008TheQO, title={The Question of Spatiality in Computer Games}, author={Espen Aarseth}, year={2008} }
In a brilliant and famous passage from his novel Neuromancer (1984), the science fiction writer William Gibson analyses the still (e)merging elements of computer culture, ironically describing the digitalization of games, graphics, warfare, work, education, global communication, cityscapes, and the cyborg integration of nerves and electronics, through the voice of a narrator in a children’s TV documentary:
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