Nick Montfort argues that the contentious notion of the "player character" usefully constrains and makes possible the player's interaction with the gameworld. He considers the possibility that in interactive fiction one plays the character (like an actor plays a role) rather than playing the game.
Whether CTPs should walk on three legs or two; how the robotic artwork Petit Mal is "interpretationally plastic;" what cultural assumptions we build into machines: just some of the response-topics here.
The builder of Façade, an "interactive story world," Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).