# data[].attributes.body
Example: Wark uses the allegory of the gamespace in order to suggest [argument] (Wark paragraph #)

# data[].attributes.body
Example: Wark implies that [supporting argument] (paragraph #)

# data[].attributes.body
Wark uses the allegory of gamespace in order to suggest that society only listens to what they're told by the environment they're in, whether that's their parents or a group in which they're a part of. Because of this, they are less open to new ideas that arise from others that go against their current beliefs.

# data[].attributes.body
Wark uses the gamespace allegory in order to suggest that reality is not always what it seems (Wark).

# data[].attributes.body
Wark uses the allegory of the game space to suggest that some people

are aware of life outside the "cave" while others are not. Those who are

aware of life outside recognize that there are many caves that they can

fall into, which ultimately makes them more hesitant to leave.

# data[].attributes.body
Paragraph 3: Wark implies through the ideology of gamers that use headphones, the headphones represent an enviroment where people can inclose themselves from outside ideas.

# data[].attributes.body
Wark implies people's hesitation and discomfort with leaving the caves in paragraph 5. He talks about their disbelief because they haven't seen it with their own eyes.

# data[].attributes.body
Wark claims, society has a harsh set ranking system that everyone follows and compares themselves to which they use to help establish their own individual value.

# data[].attributes.body
Wark presents an extension of Plato's cave allegory to make the readers realize how their perception of reality is a pre-evaluated set of knowledge that is heavily influenced by worldly factors, technology and media. This doesn't allow the individual to perceive and understand the reality as they know it.

# data[].attributes.body
Wark argues that the people of society are made to think that they are just gamers competing not against enemies separated by nation, faith, or class but against other gamers in the Gamespace (Wark 024)

# data[].attributes.body
Comparing both war to video games, the author argues that there is not much to compare between the two.

# data[].attributes.body
"Get a job. Get another job offer to establish your level inbargaining with your boss... You won! Now you can play!" ... Only now you can't remember (Wark 17).

# data[].attributes.body
Wark argues that humans seek comfortability in that when the option to leave a cave or go to a new one appears, we would rather stay in the cave that has become comfortable to us.

# data[].attributes.body
Wark argues that society is openly blinded to the choices they make within their lifetime.

# data[].attributes.body
Page 4, paragraph 2: Wark implies that everything and everyone only have value when ranked and compared to something or someone else.

# data[].attributes.body
Wark implies that we live in a world where the people up top is using the rest of the people as a pawn in a game that they're in. In the 8th paragraph, when Wark is talking about the game space, he said "Every action is just a means to an end. All that counts is the score. As for who owns the teams and who runs the show, best not to ask" (Wark 008). One can tell that by bringing up the question of 'who owns the teams', this is talking about how there is someone that is controlling all the pawns up top.

# data[].attributes.body
The game and reality TV is being compared to reality. Nothing is like reality. A game and reality TV are controlled and are artificial. Reality itself is also artificial where everyone is waiting for their turn (paragraph 7).

# data[].attributes.body
Wark implies that people are "blinded" by their accumulated knowledge which keeps them from exploring the world even more (Paragraph 4).

# data[].attributes.body
Wark implies the idea of the cave allegories relation to our lives by explaining our perception of media "images" and asking audiences where this information comes from and how it effects us. Paragraph 5.