The following essay confounds the distinction between the 'real' and gamic worlds in order to tease out the overlaps between cultural analysis and critical gaming. Part 1 departs from a Heideggerian analysis of 'world,' and proceeds to approach the gamic civilisation which is grounded therein.
The fundamental tendency of the ludonarrative is shown to be making the world-in-itself into the world-for-us. Part 2 offers a processual analysis of the power relations which underpin the civilization's progress - the gamic experience follows three stages: from the topical, through the topographical, towards the topological.
This progression shows the player as being ever more integrated within the circuit of man/machine interaction. This gamic economy progresses irregularly towards the moment of the virtual world's topological saturation.
It is at this point that the player becomes inscribed herself as standing-reserve.