The game PictureTetris transfers the idea of a digital subconscious to the area of the visual and manipulates the background of the tetris clone with pictures from the private harddisk of the player. Depending on location of the programme on startup Š is it on the desktop, is it in an application directory Š and depending on how far in the game you are, it looks for pictures on your harddisk. The higher the level of the player is, the further down the root the game searches for pictures. This way the game manages to dig deeper and depper into the private world of images of the player and computer user. There is no direct intervention into the gameplay, there is only an indirect intervention via change of the screen interface elements. The composition of the pictures on a visual level changes often and varies in its contrast. This has a rather big influence on playing the game up to the point where you canÕt make out the patterns anymore. And on a narrative level you may get a very personal visual narration as in the digital subconscious of Nic-las. You encounter interesting random compositions or absurd meets as in the twin towers meeting the roaring ape of Donkey Kong or a drawing of a man by Egon Schiele disfigured by low pixel count who is contrasted by the miniature visual world of Captain Future. These are only two examples that could be even more personal since PictureTetris could unintentionally pull up private pictures which may not meant to be public and therefore confront the player with the non-fiction of his life or make a game out of it.