PLAY imagines a not-too-distant future where video games have become indistinguishable from reality. Synthetic experience competes with real experience, as dream, fantasy and memory begin to collapse into each other. Identities become willfully plastic as the players inhabit completely different genders, ages, and ethnicities. They must confront a new state of "playing" where the distinction between the real and the virtual blurs and their true selves are called into doubt. A host of questions emerge: Who are the players? Who are the game designers? What is the purpose of these games? What is the point of winning? Where is it all leading? And if someone wants to stop playing, where in the hell is the exit? PLAY has the structure of a puzzle, and is not meant to resolve into a single explanation or interpretation. Rather, the film is a meditation on our present day of hyper-connectivity and information overload, using videogames as the setting for the very human search for meaning and ...
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