16. PAUSE AND REBOOT

       The recursive nature of gameplay poses a problem within a realm bound in real-time. What are we to make of the temporal paradoxes, loopholes, loose ends, and partial chronologies enacted by simulation? For one, the ability to control instantaneity, to suspend events and the natural order of things, provides a buffer - a temporal holding area that inspires pre-emptive self-assessment. Through depressing the "pause" button, we are given the liberty to put things off (a direct affront to the postmodern ideologies of time-space compression) and consider our next move. In addition, the "reload" or "reboot" features of video games afford us the opportunity to review causality at will. Mistakes can be repealed, and we may distance ourselves from the inevitable consequences of our ill actions. Such measures of protection allow for human error, or better yet sanction the impossible dream of correcting the past. Gamers thus revel in the fantasy of time-travel; the ability to maneuver through different temporal dimensions within the virtual. This whimsical journey, however, replaces (or erases) real-time. Lived experiences in the present must be traded off for the virtues of flexi-temporality; when rapt in a virtual mission, the gamer relinquishes her attention and potential to the digital world, and nothing really happens. The intimate connection with time, in other words the obsession with punctuality professed by industrialism, is forsaken during gameplay. Players instead become addicted to the convenience of a malleable past, refusing (for hours on end) the return to a reality that remains untimely.



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.