ABSTRACT

This chapter utilizes many sites comprising games themed sexual violence, war, alien attacks, homicide, rape, suicide, butchering, dissection, post-mortem, surgery, martyrdom, torture, hunting, and haunting. Games are constructed as polytexts with meandering, interlinking, rhizoid visual narratives that are hyperrepresentational. The most utopic or dystopic possibility in gaming is that of 'becoming the posthuman' or experiencing absolute non-alienation with machines or technological gadgets used for playing. In the identification with the posthuman, 'there are no essential differences or absolute demarcations between bodily existence and computer simulation, cybernetic mechanism and biological organism, robot teleology or human goals'. The gamer accessing a game from any space - home or a cybercafe - occupies that space and is simultaneously transported to the virtual space of the game. Gaming has phases of fascination and repulsion, moments of disappearance and rebirth - gamers get addicted, grow tired of games and look for new ones.