Jesper Juul maps the "flow" state of gameplay onto innerspace and elsewhere.
Mark Bernstein explains that games have many lessons to learn from other artforms that speak to, and teach us, what it means to be human.
First Person, second section: What is Ludology? Editors Pat Harrigan and Noah Wardrip-Fruin see a disciplinary shift away from ill-advised analogies toward analyses of the gaming situation itself.
Espen Aarseth holds that gameplay, not Lara Croft?s physique, should command the attention of an evolving game studies.
Stuart Moulthrop complicates the idea of self-contained games.
"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.
Illustrating Perlin's "Can There Be a Form between a Game and a Story?"
Ken Perlin on a game-narrative difference that makes a difference: does agency, rather than identifiction, make characters in a game seem more real than those in novels or films?