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2004-01-11

Jesper Juul's response

Jesper Juul suspects that things will remain unruly: big-budget, "cinematic" games will nose out experimental ones.

2004-01-11

Celia Pearce responds in turn

Celia Pearce's position - anti-isolationist, but also anti-colonialist - derives from her understanding of "the unique properties of games themselves."

2004-01-11

Mary Flanagan’s response (excerpt)

A recommendation for participatory, interdisciplinary articulations of action and perception from Mary Flanagan.

2004-01-10

Mark Bernstein's response

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.

2004-01-10

Jesper Juul responds in turn

Jesper Juul takes time to complicate the real in different types of games.

2004-01-10

Mizuko Ito’s response (excerpt)

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?"

2004-01-10

Celia Pearce responds

Celia Pearce hits SAVE and preserves most of Jesper Juul's essay. But then "non-computer contexts" hit the screen.

2004-01-09

Jon McKenzie’s response (excerpt)

An appreciative reply that measures the incline of Henry Jenkins' middle ground.

2004-01-09

Markku Eskelinen's response

Even orienteering is of greater use to game designers than narratology, claims Marrku Eskelinen, heading towards an area free from stories once more.

2004-01-09

Phoebe Sengers responds in turn

Whether CTPs should walk on three legs or two; how the robotic artwork Petit Mal is "interpretationally plastic;" what cultural assumptions we build into machines: just some of the response-topics here.

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