Noting that media are not only proposed to readers but also imposed on customers, Jan Baetens introduces Adorno into the debates on remediation.
Eastgate Systems alumns Diane Greco and Mark Bernstein explain two “exotic tools for hypertext narrative.”
A reply from game designer Eric Zimmerman that is receptive to multiple viewpoints, non-design or otherwise.
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.
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.
Jesper Juul takes time to complicate the real in different types of games.
Celia Pearce hits SAVE and preserves most of Jesper Juul’s essay. But then “non-computer contexts” hit the screen.