Brenda Laurel takes a turn at the rules of operation for Interactive Fiction.
Who says hypertext readers have more brains than gamers? Not Henry Jenkins.
Stephanie Strickland makes marks an intervention across the “I.”
Applying games to games, Celia Pearce uses The Sims to showcase six keywords.
Jesper Juul maps the “flow” state of gameplay onto innerspace and elsewhere.
Henry Jenkins uses narrative space to distinguish between different tale-ends.
Gonzalo Frasca’s proposal for videogames that address “critical thinking, education, tolerance, and other trivial issues.”
A reply from game designer Eric Zimmerman that is receptive to multiple viewpoints, non-design or otherwise.
Chris Crawford considers Zimmerman’s definitions.
Jesper Juul suspects that things will remain unruly: big-budget, “cinematic” games will nose out experimental ones.