The tenuous dynamics of Phoebe Senger's split story lead Lucy Suchman to ponder "methods and madness" in the metaphors we live by.
As alternatives to agency-obsession, "critical technical practices" that connect art and technology are front and center in the work of Michael Mateas.
"Critical videogames": moving beyond the non sequiter of now, Gonzalo Frasca projects a future in which the phrase would make sense.
Mizuko Ito recounts her experience at an unusual gaming convention in Japan, and posits fan culture as a way to understand software.
Eric Zimmerman modifies Gonzalo Frasca's game strategy with a strategic patch.
Simon Penny recalls that the origins of the human-computer interface, politicized by a military heritage, are now explored by artist-enigineers who chaperone fragmentation and dissent.
Eugene Thacker sees ethical acting as a potential stumbling block, one that trips up technological complicity.
The "cognitive entailments" of a reader, or "interactor," are where Katherine Hayles redirects the new aesthetics of electronic textuality.
Sidebar images, "From Work to Play: Molecular Culture in the Time of Deadly Games."
U.S. cybernetic pragmatisim and practical Net expertise interest Moulthrop (and his auditors) on "second thought."