In and against the hypocritical theory Petar Jandrić (PJ): Ken, thank you a lot for this interviewand for your valuable advice regarding other interviews in this series. Upon completing my research on your rich bibliography, I could not help but wonder how it arrived into being. You are an academic researcherbut your book I'm very into you: Correspondence 1995-1996 (Acker & Wark, 2015) is a collection of emails. A hacker manifesto (Wark, 2004) speaks of the present and future caused by digital technologiesbut The beach beneath the street: The everyday life and glorious times of the Situationist International (2011a) is firmly dedicated to the past. Your writing style is dense and ambiguous, yet your multimedia works such as Totality for kids (Loyer, Pyle, & Wark, 2009) speak loud and clear, and you often engage in experimental writings such as Speed factory (Cohen, Kinsella, White, & Wark, 2002). Certainly, these diverse ways of probing reality are focused to similar questionsfor instance, Gamer theory website (2006) served as a base for the book with the same title (2007), while Totality for kids (Loyer et al., 2009) talks about the Situationist International (Wark, 2008, 2011a). What is your inspiration for asking similar questions using different approaches? What do you expect to achieve with such approach? McKenzie Wark (MW): Well, first and last I am a writer, and writers have to find readers and find ways of engaging and keeping the interest of readers. This takes a particular form if you are a twenty-first-century writer, where the old print-based forms we have known for the whole of the modern period have been displaced-I will not quite say replacedby other means. Hence I am interested in experimenting with ways of writing and also ways of finding and engaging readers. So Speed factory (Cohen et al., 2002) was an experiment in ways of writing. It is a game played over email, where a writer sends exactly 300 words to another, and the other writes the next 300. It is fun to stop in the middle of a sentence and have someone complete your thought! It is also a sort of diaspora game, as the other players were all over the world, in other time zones, so interesting rhythms emerge.