07-26-2005
05-23-2004
foreal
05-01-2008
mechanistic
03-15-2008
traditional
01-31-2008
playable
12-29-2007
x=reader
04-20-2005
beyondchat
03-08-2005
unpaginational
11-30-2004
outgrowth
11-07-2004
introduced
07-11-2004
introducing
06-27-2004
rewired
05-02-2004
expressive
05-01-2004

Noah Wardrip-Fruin

Noah Wardrip-Fruin is a digital media writer, artist, and scholar with a particular interest in fiction and playability. His writing/art has been presented by galleries, arts festivals, scientific conferences, DVD magazines, and the Whitney and Guggenheim museums. He has recently edited two books: First Person: New Media as Story, Performance, and Game (2004, with Pat Harrigan) and The New Media Reader (2003, with Nick Montfort), both from MIT Press. Now at the University of California, San Diego, he has previously taught in Brown University's Literary Arts program, the University of Baltimore's School of Information Arts and Technologies, and New York University's Graduate Film and Television program. He is a Vice President of the Electronic Literature Organization and maintains a widely read blog.

foreal
05-01-2008
mechanistic
03-15-2008
traditional
01-31-2008
playable
12-29-2007
x=reader
04-20-2005
beyondchat
03-08-2005
unpaginational
11-30-2004
outgrowth
11-07-2004
introduced
07-11-2004
introducing
06-27-2004
rewired
05-02-2004
expressive
05-01-2004

Pat Harrigan

Patrick Harrigan is a Minneapolis-based writer and editor. He has worked on new media projects with Improv Technologies, Weatherwood Company, and Wrecking Ball Productions, and as Marketing Director and Creative Consultant for Fantasy Flight Games. He is the co-editor of First Person: New Media as Story, Performance, and Game (2004, with Noah Wardrip-Fruin); and The Art of H. P. Lovecraft's Cthulhu Mythos (2006, with Brian Wood); and is author of the novel Lost Clusters (2005).

To a ludologist, cyberdramatic perspectives can seem exceedingly strange. Ludologists ask, why expend so much theoretical and technical effort on subjects like neo-Aristotelian interactive drama? Why focus on things that do not exist, are arguably impossible, and, should they ever be created, might turn out to be of only marginal interest? Instead, they say, let's focus on computer games, which do exist, are clearly a vibrant aesthetic and commercial force, and seem only likely to increase in importance.

Ludologists are not alone in realizing the importance of computer games, but their image of the field of computer game studies is significantly different from that found in literature or film departments, the popular press, or media industry conferences. Ludologists believe much of current game theory to be founded on a series of ill-advised analogies between computer games and the individual theorists' fields of study -- rather than a specific analysis of the "gaming situation" itself.

In seeking a new approach, ludologists follow the function-oriented modus operandi of Espen Aarseth, whose Cybertext (1997) addressed "ergodic texts" (ranging from print works to hypertexts to games) without confining its scope to any one media form. In fact, the term ludology was introduced to computer game studies in the Cybertext Yearbook note1note -- named for Aarseth's term -- and has been partly popularized by the community around the journal Game Studies, of which Aarseth is the general editor.

Aarseth's theoretical positions were influenced by those of Stuart Moulthrop, whose work as a critic and artist (which rose to prominence with the dual 1991 publications of the essay, "You Say You Want a Revolution?" and the hypertext novel, Victory Garden) works toward an understanding of new media text on its own terms, rather than as a reflection of the already-understood. However, Aarseth's Cybertext was focused primarily on the texts themselves, whereas Moulthrop was equally concerned with the texts' larger social, political and economic contexts. Now that both Aarseth and Moulthrop have increasingly turned their attention to computer games, this distinction between their perspectives persists.

It is a distinction made explicit in the essays by Aarsethoutbound link and Moulthropoutbound link included here. Their contributions follow an essay from Markku Eskelinenoutbound link -- perhaps ludology's most outspoken and controversial proponent. These three essays each work to define ludology or game studies. By exposing the limits of other approaches to computer games, they demonstrate the necessity of such work. They also begin to nominate areas of focus for the emerging discipline. (Many of these -- such as the function of time in games, the primacy of simulation, and the meaning of Lara Croft's breasts -- are also explored in other sections of this volume.) Although there is certainly no consensus among these three authors, in this section we can see the outlines of a discipline beginning to emerge.

References

Aarseth, Espen (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.

Moulthrop, Stuart (1991a). "You Say You Want a Revolution?" Postmodern Culture 1, no.3 (May 1991).

---. (1991b). Victory Garden. Watertown MA, Eastgate Systems.