games
Richard Schechner remembers the real-life side of interaction.
Gonzalo Frasca's proposal for videogames that address "critical thinking, education, tolerance, and other trivial issues."
Eskelinen can't be bothered to answer his critics.
Henry Jenkins uses narrative space to distinguish between different tale-ends.
"Where is the text in chess?" asks Espen Aarseth. Rules, play, and semiosis are the (un)common ground between games and stories in "interactive narrativism" and the art of simulation.
Jesper Juul maps the "flow" state of gameplay onto innerspace and elsewhere.
Stuart Moulthrop complicates the idea of self-contained games.
Applying games to games, Celia Pearce uses The Sims to showcase six keywords.
Espen Aarseth holds that gameplay, not Lara Croft?s physique, should command the attention of an evolving game studies.