Pat Harrigan

Patrick Harrigan is a Minneapolis-based writer and editor. He has worked on new media projects with Improv Technologies, Weatherwood Company, and Wrecking Ball Productions, and as Marketing Director and Creative Consultant for Fantasy Flight Games. He is the co-editor of First Person: New Media as Story, Performance, and Game (2004, with Noah Wardrip-Fruin); and The Art of H. P. Lovecraft's Cthulhu Mythos (2006, with Brian Wood); and is author of the novel Lost Clusters (2005).

Essays by this author



Pat Harrigan and Noah Wardrip-Fruin introduce Cyberdrama, the first section of First Person.

Critical Simulation


Theories of performance, training, and psychology explain simulation - or do they? - in the third section of First Person.

The Pixel/The Line


For all the talk of cyber-difference, screens still behave like pages. The contributors in section six have developed, in response, a digital aesthetics unlike that of print.

New Readings


The reader steps to the fore in the final section of First Person, reconfigured and ready for interaction.

First Person: Introduction


Pat Harrigan and Noah Wardrip-Fruin introduce First Person, an interactive, multi-player collaboration between ebr and the MIT Press.

It's All About You, Isn't It? Editors' Introduction to Second Person


Pat Harrigan and Noah Wardrip-Fruin justify their focus on the experience of play over theory in their assemblage of the essays by game designers, players, and critics featured in Second Person - the book.

Between Acting and Narrating: Editors' Introduction to "Tabletop Systems"


The electronic release of Second Person starts with a number of essays on tabletop role-playing. Most of these consider the entanglement of play and narrative in a variety of game systems, from the highly controlled to the largely open-ended.

Editors' Introduction to "Computational Fictions"


Editors Pat Harrigan and Noah Wardrip-Fruin introduce the essays of the “Computational Fictions” section of Second Person, focusing on the conversion of human ludic interaction into computational processes - a necessary condition for computer games.

Editors' Introduction to "Real Worlds"


Editors Pat Harrigan and Noah Wardrip-Fruin introduce a group of essays on games that exceed the bounds of the tabletop playing session, the game console, or the computer screen - games that emerge out of, take place in, or encroach on, the real world.