Blade Runner
Game
Documents about Blade Runner
Whitepaper17 pages
Dots, Fruit, Speed and Pills: The Happy Consciousness of Pac-Man
Alex Wade's DiGRA 2014 essay, "Dots, Fruit, Speed and Pills: The Happy Consciousness of Pac-Man," argues that Namco's deceptively simple grid maze encodes a sophisticated set of ideas about space, time, and consumer society.
- The essay reads Pac-Man's endless levels, culminating in the unplayable level 256, as a Borgesian maze with no exit, using Herbert Marcuse's concept of 'Happy Consciousness' and Jorge Luis Borges' labyrinths as its interpretive frame.
- Pac-Man is positioned within a transmedial reach spanning more than forty games and multiple media, and its design is highlighted for a nonviolent theme, broad accessibility across genders, and an emphasis on speed and consumption.
- The author links Pac-Man's sound and aesthetics to late-1980s acid house and rave culture, along with the psychological and drug-culture associations of that scene.
DiGRAJan 2014