Boredom is the ambivalent gift of the surplus. Boredom arises out of
the absence of necessity, of a yes, a no, a straight line. Boredom
demands new necessities, and if not granted them – produces its own (Wark 155).
The very action of overcoming boredom reproduces it, when gamer and game reach some impasse (Wark 166).
Just as the military industrial complex once forced the free rhythms of
labor into the measured beat of work, so now its successors oblige the
free rhythms of play to become productive (Wark 172).
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