07-26-2005
07-11-2004
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
introducing
06-27-2004
gamespecific
05-23-2004
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
introducing
06-27-2004
gamespecific
05-23-2004
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).

In his 1974 Computer Lib/Dream Machines, Ted Nelson argued that human-computer interaction design was more properly viewed as an analogue of moviemaking than of engineering. A year later, the first personal computer kit became available for purchase, and it was not long before computers conceived of as entertainment devices ó rather than as work tools ó began appearing in U.S. homes and local arcades.

Now, like moviemaking before it, computer-based entertainment ó even the oft-maligned computer game ó is beginning to receive scholarly attention and to be viewed as something other than a public nuisance. At the same time, computer games are themselves in a period of considerable development and redefinition. Identifiable genres (first-person shooters, god-games, massively multiplayer online role-playing games [MMORPGs]) are emerging and entering the public awareness; the channels of game interaction (PCs, consoles, handhelds, cell phones, PDAs) are multiplying; and as new artistic and marketing methods arise and the first generations of computer gamers come of age, games are reaching and being developed for an ever-broadening demographic.

Although the four authors presented here emerge from different backgrounds and are at home in different communities, all of their work is grounded in the specifics of actual games (rather than theories of games-in-the-abstract) and each author opens discussion with both scholars and game developers. Further, a point of focus for each essayist is the game/story question that runs through this volume.

MIT professor Henry Jenkinsoutbound link directly addresses the game/story formulation. Well-known for his work with comparative media studies, Jenkins describes a middle ground between narratologists and ludologists, while also focusing attention on the dynamics of space, which he believes neither camp fully appreciates. Jesper Juuloutbound link, by contrast, is identified with ludology. His topic here, the operation of time in games, is one that he has previously utilized to differentiate between games and narratives. This essay moves further than the basic distinction, beginning to lay the groundwork for a comprehensive understanding of game time. Celia Pearceoutbound link, a familiar figure in the game development and location-based entertainment communities, furthers the argument for a native discipline of game theory, while also introducing six ìoperatorsî for understanding the role of narrative in games. These operators structure her analysis of the author/audience dynamics that emerge in game forms like MMORPGs and user-modifiable simulations. Finally, Eric Zimmermanoutbound link, a game designer and theorist, takes to task four terms that unacceptably run amok in the new media field (not to mention this volume!): narrative, interactivity, play, and games. In disciplining these terms, he reformulates the game/story discussion as well, opening up new areas of investigation for those interested in progressive game design and game theory.

Reference

Nelson, Ted (1974). Computer Lib / Dream Machines. 1st edition: self-published, 1974. 2nd edition: Redmond, WA: Tempus Books/Microsoft Press, 1987.