Best Sentence #30
In the meantime, Sunday bonus of 3 best sentences, strung together, inspired by one such damn new paper in a damn new journal.
In the inaugural issue of the Games and Culture journal, games ethnographer Tom Boellstorff observes: “The information age has, under our noses, become the gaming age. It appears likely that gaming and its associated notion of play may become a master metaphor for a range of human social relations, with the potential for new freedoms and new creativity as well as new oppressions and inequality” (29). Here, then, I aim to reflect the fullness of that range, by presenting three such master metaphors generated by three different approaches to both the problem and the potential of play in the era of ubiquitous computing. These metaphors we can characterize as colonization through gameplay (the ubicomp games); disruption through gameplay (the pervasive games); and activation through gameplay (the ubiquitous games).