McKenzie Wark, Gamer Theory (Cambridge MA, London: Harvard University Press, 2007), Note 199.
Bernard Tschumi, Architecture and Disjunction (Cambridge and London: MIT Press, 1996), 122.
Michael Nitsche, Video Game Spaces: Image, Play, and Structure in 3D Worlds (Cambridge and London: MIT Press, 2008).
Mark Wigley, Constant’s New Babylon: The Hyper-Architecture of Desire, (Rotterdam: Witte de With Center for Contemporary Art/010 Publishers, 1998), 13.
Constant, “Demain la poesie logera la vie” (manuscript, 1956). Reprinted in Berreby, Documents relatifs, 595-596. Cited in Wigley, Constant’s New Babylon, 26.
Marie-Ange Brayer, “Work and Play in Experimental Architecture, 1960-70,” PCA-Stream (2012), ➝.
Pino Brugellis and Manuel Orazi, “Radicals Forever,” Radical Utopias, eds. Brugellis, Gianni Pettena, and Alberto Salvadori (Rome: Quodlibet Habitat, 2017), 38.
Francesca Balena Arista, “Archizoom Associati,” Radical Utopias, 102.
Andrea Branzi, No-Stop City Archizoom Associati (Orleans: HYX, 2006), 176–179.
Lev Manovich, Software Takes Command (New York and London: Bloomsbury, 2003), 44.
Lev Manovich, The Language of New Media (Cambridge and London: MIT Press, 2001), 9.
Louis Marin, Utopics: The Semiological Play of Textual Spaces (Atlantic Highlands, NJ: Humanities Press, 1984), 242.
Ian Bogost, Persuasive Games (Cambridge and London: MIT Press, 2007), Kindle edition for iPad, Loc. 4005. See also: Ian Bogost, “The Cathedral of Computation,” The Atlantic (January 15, 2015), ➝.
McKenzie Wark, Gamer Theory (Cambridge and London: Harvard University Press, 2007), Note 119.
Wark, Gamer Theory, Note 118.
Branzi, No-Stop City, 176–179.
Ibid.
Wark, Gamer Theory, Note 119.
Alexander R. Galloway, “Playing the code: Allegories of control in Civilization,” Radical Philosophy 128 (November/December 2004), ➝.
Robin Evans, The Projective Cast: Architecture and Its Three Geometries (Cambridge: MIT Press, 2000), 133.

