Do violent games train us for violence? Drawing on social psychology and cognitive science, Simon Penny examines the “ethics of simulation.”
Asymmetries between event time and play time interest Mizuko Ito, who asks “How do you answer the door to get a pizza to nourish your flesh-and-blood body when you are in the middle of life and death online combat?”
Markku Eskelinen reiterates the bounds of ludology.
Are actors really acting when they’re characters? How about characters - can they really act? Richard Schechner asks twice.
Eric Zimmerman whips “four naughty concepts” into disciplinary shape.
It’s “Game Time.” Here in section four we see what the dynamics of time and space have to do with the games people play.
Jesper Juul maps the “flow” state of gameplay onto innerspace and elsewhere.
Chris Crawford considers Zimmerman’s definitions.
Jesper Juul suspects that things will remain unruly: big-budget, “cinematic” games will nose out experimental ones.
Celia Pearce’s position - anti-isolationist, but also anti-colonialist - derives from her understanding of “the unique properties of games themselves.”