Abstract

In the ways that they currently link images and bodies, online computer games are not just a new form of commodity. As toys, they also materialise a collective, historical temporality. Disjunctions in the timing and spacing of action in computer game play suggest a different kind of temporality might be involved in the formation of contemporary collectives. These games highlight the role of ‘realtime’ in the constitution of an experience of speed. Through Giorgio Agamben's notion of the whatever body, and a particular realtime game, this paper argues that computer games can help locate certain rhythms and times associated with globalised informatic collectives. The whatever body provides a way of negotiating the globalised yet inessential commonality of information, in terms of a temporality which wavers between a‐historical synchronisation and singular events.

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