Pattern, absence, routine, return - Dave Ciccoricco mulls the shape(s) in Michael Joyce's new paper novel, Liam's Going
Gonzalo Frasca's proposal for videogames that address "critical thinking, education, tolerance, and other trivial issues."
Ken Perlin on a game-narrative difference that makes a difference: does agency, rather than identifiction, make characters in a game seem more real than those in novels or films?
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.
Espen Aarseth foresees the quick end of Murray's "story-game hybrid" and suggests instead a "critical theory of games."
Eric Zimmerman whips "four naughty concepts" into disciplinary shape.
The importance of consequences plots Brenda Laurel's response to Michael Mateas.