“Where is the text in chess?” asks Espen Aarseth. Rules, play, and semiosis are the (un)common ground between games and stories in “interactive narrativism” and the art of simulation.
Janet Murray unriddles the verbal and procedural mix of Interactive Fiction.
Gonzalo Frasca’s proposal for videogames that address “critical thinking, education, tolerance, and other trivial issues.”
Pat Harrigan and Noah Wardrip-Fruin introduce Cyberdrama, the first section of First Person.
Moving from the holodeck to the game board, Janet Murray explains why we make dramas of digital simulations.