The Best Sentence of the Day

This blog is a cut-up of a dissertation in progress. Each day, I will post my favorite sentence that I have newly scribed. Everything out of context, but suggestive. I hope.

My Photo
Name:
Location: San Francisco, CA

I'm a game designer, a games researcher, and a future forecaster. I make games that give a damn. I study how games change lives. I spend a lot of my time figuring out how the games we play today shape our real-world future. And so I'm trying to make sure that a game developer wins a Nobel Prize by the year 2032. Learn more here in my bio or get my contact information on my contact page.

Friday, April 07, 2006

Best Sentence #28

What might we come to understand about the state of networked play at the turn of the 21st century by using the terms more intentionally—for example, to distinguish between projects that strive to create persistent, always already gaming infrastructures (what we could more carefully call “ubiquitous” games) and projects that aim to construct more mobile, intermittent infrastructures, emphasizing the active, and frequently disruptive, transition to gameplay (“pervasive”games)?

1 Comments:

Blogger italianesco said...

" What might we come to understand about the state of networked play at the turn of the 21st century by using the terms more intentionally—for example, to distinguish between projects that strive to create persistent, always already gaming infrastructures (what we could more carefully call “ubiquitous” games) and projects that aim to construct more mobile, intermittent infrastructures, emphasizing the active, and frequently disruptive, transition to gameplay (“pervasive”games)?"

This is a rather ambitious sentence. It asks a question about two terms while defining them at the same time!

If I didn't know that the readers of this sentence are going to be Masters of Technicalese themselves, I'd say that the average reader would easily get lost in it.

Let's try this:

"What might we come to understand about the state of networked play at the turn of the 21st century by using the terms more intentionally—that is, [by distinguishing] between “ubiquitous” games (projects that strive to create persistent, always already gaming infrastructures) and “pervasive”games (projects that aim to construct more mobile, intermittent infrastructures, emphasizing the active, and frequently disruptive, transition to gameplay)?"

I think that a comparisson between two terms and their parenthetical definitions is a lot easier in a reader's mind than a comparisson between two complex definitions and their parenthetical terms.

But that's just me :-)

3:38 PM  

Post a Comment

<< Home