[Pause]
This transitional chapter summarizes the arguments in part 1 of the book, seeing them as renditions of debates concerning the author, the audience, and the text. Part 1 also catered to what Eve Sedgwick calls a paranoid form of reading, one reliant upon exposing the realities behind dominant discourses of empire as the primary means to create change. Part 2, in contrast, will extend these arguments by seeing games not as utilities but as objects in the world that offer erotic experiences and nourish audiences in unexpected ways. This chapter lays the groundwork for part 2, which will attempt to show how digital games, as interactive forms of storytelling and play, measure pleasures and affects, attenuate gamers to bodily perceptions, and help perceive how power takes hold of one’s conduct, body, and frailty.