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9780262731751

First Person

by
  • ISBN13:

    9780262731751

  • ISBN10:

    0262731754

  • Format: Paperback
  • Copyright: 2006-04-01
  • Publisher: Mit Pr

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Summary

Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Simsthan on "Monopoly" or even on "Magic: the Gathering." Yet it is widely believed that the market for electronic literature-predicted by some to be the future of the written word-languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of "Riding the Bullet" and "The Plant." Isn't it possible, though, that many hugely successful computer games-those that depend on or at least utilize storytelling conventions of narrative, character, and theme-can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like "e-books"? The editors of First Personhave gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between "story" and "game," as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment. This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from "Cyberdrama" to "Ludology" (the study of games), to "The Pixel/The Line" to "Beyond Chat." The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Personweb site (created in conjunction with the online journal Electronic Book Review).

Table of Contents

Dedication and Acknowledgments x
Introduction xi
Contributors xiii
Cyberdrama
1(34)
Janet Murray: From Game-Story to Cyberdrama
2(10)
Response by Bryan Loyall
2(8)
From Espen Aarseth's Online Response
10(2)
Ken Perlin: Can There Be a Form between a Game and a Story?
12(7)
Response by Will Wright
12(2)
From Victoria Vesna's Online Response
14(5)
Michael Mateas: A Preliminary Poetics for Interactive Drama and Games
19(16)
Response by Brenda Laurel
19(4)
From Gonzalo Frasca's Online Response
23(12)
Ludology
35(36)
Markku Eskelinen: Towards Computer Game Studies
36(9)
Response by J. Yellowlees Douglas
36(1)
Note Regarding Richard Schechner's Response
37(8)
Espen Aarseth: Genre Trouble: Narrativism and the Art of Simulation
45(11)
Response by Chris Crawford
45(2)
From Stuart Moulthrop's Online Response
47(9)
Stuart Moulthrop: From Work to Play: Molecular Culture in the Time of Deadly Games
56(15)
Response by Diane Gromala
56(4)
From John Cayley's Online Response: Playing with Play
60(11)
Critical Simulation
71(46)
Simon Penny: Representation, Enaction, and the Ethics of Simulation
73(12)
Response by Eugene Thacker
73(2)
From N. Katherine Hayles's Online Response
75(10)
Gonzalo Frasca: Videogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues
85(10)
Response by Mizuko Ito
85(3)
From Eric Zimmerman's Online Response
88(7)
Phoebe Sengers: Schizophrenia and Narrative in Artificial Agents
95(22)
Response by Lucy Suchman: Methods and Madness
95(3)
From Michael Mateas's Online Response
98(19)
Game Theories
117(48)
Henry Jenkins: Game Design as Narrative Architecture
118(13)
Response by Jon McKenzie
118(2)
From Markku Eskelinen's Online Response
120(11)
Jesper Juul: Introduction to Game Time
131(12)
Response by Mizuko Ito
131(2)
From Celia Pearce's Online Response
133(10)
Celia Pearce: Towards a Game Theory of Game
143(11)
Response by Mary Flanagan
143(2)
From Mark Bernstein's Online Response: ``And Back Again''
145(9)
Eric Zimmerman: Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline
154(11)
Response by Chris Crawford
154(1)
From Jesper Juul's Online Response: Unruly Games
155(10)
Hypertexts & Interactives
165(42)
Mark Bernstein and Diane Greco: Card Shark and Thespis: Exotic Tools for Hypertext Narrative
167(16)
Response by Andrew Stern
167(6)
From Ken Perlin's Online Response
173(10)
Stephanie Strickland: Moving Through Me as I Move: A Paradigm for Interaction
183(9)
Response by Rita Raley
183(2)
From Camille Utterback's Online Response
185(7)
J. Yellowlees Douglas and Andrew Hargadon: The Pleasures of Immersion and Interaction: Schemas, Scripts, and the Fifth Business
192(15)
Response by Richard Schechner
192(5)
From Henry Jenkins's Online Response
197(10)
The Pixel/The Line
207(30)
John Cayley: Literal Art: Neither Lines nor Pixels but Letters
208(10)
Response by Johanna Drucker
208(2)
From Nick Montfort's Online Response
210(8)
Camille Utterback: Unusual Positions --- Embodied Interaction with Symbolic Spaces
218(9)
Response by Matt Gorbet
218(4)
From Adrianne Wortzel's Online Response
222(5)
Bill Seaman: Interactive Text and Recombinant Poetics --- Media-Element Field Explorations
227(10)
Response by Diane Gromala
227(6)
From Jill Walker's Online Response
233(4)
Beyond Chat
237(52)
Warren Sack: What Does a Very Large-Scale Conversation Look Like?
238(11)
Response by Rebecca Ross
238(1)
From Phoebe Sengers's Online Response
239(10)
Victoria Vesna: Community of People with No Time: Collaboration Shifts
249(13)
Response by Stephanie Strickland
249(13)
Natalie Jeremijenko: If Things Can Talk, What Do They Say? If We Can Talk to Things, What Do We Say? Using Voice Chips and Speech Recognition Chips to Explore Structures of Participation in Sociotechnical Scripts
262(27)
Response by Lucy Suchman: Talking Things
262(3)
From Simon Penny's Online Response
265(24)
New Readings
289(30)
N. Katherine Hayles: Metaphoric Networks in Lexia to Perplexia
291(11)
Response by Eugene Thacker
291(2)
From Bill Seaman's Online Response
293(9)
Jill Walker: How I Was Played by Online Caroline
302(8)
Response by Adrianne Wortzel
302(3)
From Warren Sack's Online Response
305(5)
Nick Montfort: Interactive Fiction as ``Story,'' ``Game,'' ``Storygame,'' ``Novel,'' ``World,'' ``Literature,'' ``Puzzle,'' ``Problem,'' ``Riddle,'' and ``Machine''
310(9)
Response by Brenda Laurel
310(5)
From Janet Murray's Online Response
315(4)
Permissions 319(2)
Index 321

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The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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