Asymmetries between event time and play time interest Mizuko Ito, who asks “How do you answer the door to get a pizza to nourish your flesh-and-blood body when you are in the middle of life and death online combat?”
Mizuko Ito recounts her experience at an unusual gaming convention in Japan, and posits fan culture as a way to understand software.
Applying games to games, Celia Pearce uses The Sims to showcase six keywords.
Gonzalo Frasca’s proposal for videogames that address “critical thinking, education, tolerance, and other trivial issues.”
Theories of performance, training, and psychology explain simulation - or do they? - in the third section of First Person.
Celia Pearce hits SAVE and preserves most of Jesper Juul’s essay. But then “non-computer contexts” hit the screen.
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.
“Critical videogames”: moving beyond the non sequiter of now, Gonzalo Frasca projects a future in which the phrase would make sense.
Eric Zimmerman modifies Gonzalo Frasca’s game strategy with a strategic patch.