games
Game Design as Narrative Architecture
Henry Jenkins uses narrative space to distinguish between different tale-ends.
Genre Trouble
"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.
Introduction to Game Time
Jesper Juul maps the "flow" state of gameplay onto innerspace and elsewhere.
Stuart Moulthrop’s response
Stuart Moulthrop complicates the idea of self-contained games.
Towards a Game Theory of Game
Applying games to games, Celia Pearce uses The Sims to showcase six keywords.