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.
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.
Casting the ludology vs. narratology debate as a game in itself, Henry Jenkins brings Bible gardens and the duck-billed platypus into this defense of hybridity.
Even orienteering is of greater use to game designers than narratology, claims Marrku Eskelinen, heading towards an area free from stories once more.
The tenuous dynamics of Phoebe Senger’s split story lead Lucy Suchman to ponder “methods and madness” in the metaphors we live by.
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.
J. Yellowlees Douglas adds more titles to Eskelinen’s catalog of limnal games.