By Zek Valkyrie
This booklet explores how after two decades of life, digital international video games have developed: the social landscapes inside of electronic worlds became inflexible and commodified, and "play" and "fun" became rational and mechanical products.
• Explains how social stress in electronic groups frequently robs those areas of experimentation and identification play
• means that new applied sciences equivalent to digital fact are not going to revolutionize the media or reason dramatic social change
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