The Affective Computer

(a slow paper pounce, a floating lazily down an amsterdam [channel] … )

Toward a Fleshy Architecture of Baseball

Baseball is a game of discrete operations. Or, as McLuhan used to suggest, the industrial assembly line economy perfected in its sporting form.

And yet, despite the pastoral sense of time it still retains somewhat in our contemporary society of the instant, baseball is a game that never quite comes to rest. Whether in terms of a subtle and syncopated rhythm of athletes continually in motion on the field of play, or of code that circulates endlessly through the folding networks of sporting actors producing the event, baseball is always already in excess of the formal play and its discreteness.

Two Out, Men on First and Second (2010)

two out, men on first and second
2010
sildenafil citrate, blister packaging
6.5 x 5 cm

So while the architecture of baseball could be considered a computing architecture — that is, one that performs rational, linguistic calculations in order to achieve particular end goals as efficiently as possible — it is a computing architecture already in excess of its formal logic and discrete operations precisely because of the fleshiness of its moving components. Put differently, we are describing a baseball computer whose affects are precisely what allows for the functioning of the system and its switches.

* * *

keywords: catcher, errors, sabermetric programming languages, sildenafil citrate, agency

Comments

Comments are closed.