First Person: New Media as Story, Performance, and GameNoah Wardrip-Fruin, Pat Harrigan Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on 'Monopoly' or even on 'Magic: the Gathering'. |
Contents
Can There Be a Form between a Game and a Story? | 12 |
Ludology | 35 |
Genre Trouble Narrativism and the Art of Simulation | 45 |
From Work to Play Molecular Culture in the Time | 56 |
45 | 69 |
Videogames of the Oppressed Critical Thinking Education | 85 |
Schizophrenia and Narrative in Artificial Agents | 95 |
Introduction to Game Time | 131 |
The Pleasures | 192 |
Unusual Positions Embodied Interaction with | 218 |
Interactive Text and Recombinant Poetics | 227 |
From Jill Walkers Online Response | 233 |
Community of People with No Time Collaboration Shifts | 249 |
If Things Can Talk What Do They Say? If | 262 |
ginal nor part of | 289 |
ALLS | 302 |
Towards a Game Theory of Game | 143 |
Narrative Interactivity Play and Games Four Naughty | 154 |
Moving Through Me as I Move A Paradigm | 183 |
Interactive Fiction as Story Game Storygame | 310 |
uctive mask ot VIII New Readings the Softary | 319 |
Other editions - View all
First Person: New Media as Story, Performance, and Game Noah Wardrip-Fruin,Pat Harrigan Limited preview - 2004 |
First Person: New Media as Story, Performance, and Game Noah Wardrip-Fruin,Pat Harrigan No preview available - 2004 |
Common terms and phrases
Aarseth action aesthetic agency agent audience behavior Bernstein body Card Shark characters cognitive communication complex computer games constraints context conversation create critical cultural Cybertext Eastgate Systems electronic Electronic Arts engagement environment Eric Zimmerman Eskelinen Espen Espen Aarseth essay example experience explore Expressivator film Frasca function game designers Game Studies game world genre Gonzalo Frasca Gromala Hargadon Holodeck human hypertext hypertext fiction immersion interactive drama interactive fiction interface Jeremijenko Juul language Laurel Lexia to Perplexia literary literature ludology machine Mark Bernstein Mateas metaphor Moulthrop Murray narratology Natalie Jeremijenko navigation Online Caroline participants Pearce physical play player plot programming reader reading relationship response schemas schizophrenia screen sense signifiers Sims simulation social space speech story storytelling Strickland structure Stuart Moulthrop Suchman theory Thespis traditional understand Utterback Vesna videogames virtual visual voice chips Yellowlees Douglas Zimmerman