Stephanie Strickland makes marks an intervention across the “I.”
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.
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.
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.”
A recommendation for participatory, interdisciplinary articulations of action and perception from Mary Flanagan.