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Fashionable Noise: The Pornographic Imagination January 22, 2008

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A last remark by Sontag is suggestive of the aesthetic, even spiritual, power that CPs possess, when she writes that pornography points

to something more general than even sexual damage. I mean the traumatic failure of modern capitalist society to provide authentic outlets for the perennial human flair for high-temperature visionary obsessions, to satisfy the appetite for exalted self-transcending modes of concentration and seriousness. (p.70)

One immediately thinks of poets like Blake and Rimbaud (who were open to sexual investigation in their work) or to Carlyle and Pound (who weren’t) and their “visionary,” perhaps paranoiac (see footnote 35), obsessions that often resulted in enormous, detailed creations. None of these works could be considered “programmatic,” but they were all premised, in different ways, on rhetorical structures involving feedback and variation – Blake’s characters in Europe, for example, which never settle into stable physical properties – a poetic method that seems peculiar to information-saturated sensibilities on the verge of engulfment. The CP’s demon can thus be seen as the virtual embodiment of the medicine man, the half-cracked partner in aesthetics who makes a visionary of even the most bureaucratically-minded programming artist. Consequently, since coding is the most marginal of literary activities – if it is literature at all – it shares with pornography the distinction of being a textual industry that is nearly entirely unserviceable for personal edification or, indeed, socialization.

Five Holy Grails of Electronic Literature January 22, 2008

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What is a Game? January 22, 2008

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French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men), defined a game as an activity that must have the following characteristics:

Computer game designer Chris Crawford attempted to define the term game using a series of dichotomies:

Bernard Suits takes up Wittgenstein’s advice and actually looks to see if it is possible to define games. Suit’s definition is as follows:

To play a game is to engage in activity directed towards bringing about a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit more efficient in favor of less efficient means [constitutive rules], and where such rules are accepted just because they make possible such activity [lusory attitudes]. [Playing] a game is the voluntary attempt to overcome unnecessary obstacles.

[Note: the above quotes are cobbled together from Wikipedia and, in the last case, from a web review of Suit’s The Grasshopper. I’m assembling this blog in a rush and so am saving some time typing.]