jesper juul
Literature scholars eager to understand gaming have made early inroads. Markku Eskelinen sets up serious checkpoints.
"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.
It's "Game Time." Here in section four we see what the dynamics of time and space have to do with the games people play.
Which alias best fits interactive fiction?
The nominees are:
"Story," "Game," "Storygame," "Novel," "World,"
"Literature," "Puzzle," "Problem," "Riddle," and "Machine."
Read, and decide.