An appreciative reply that measures the incline of Henry Jenkins’ middle ground.
Asymmetries between event time and play time interest Mizuko Ito, who asks “How do you answer the door to get a pizza to nourish your flesh-and-blood body when you are in the middle of life and death online combat?”
Richard Schechner remembers the real-life side of interaction.
“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.
The man behind The Sims, Will Wright, places narrative controls back in the hands of gamers.
Mizuko Ito recounts her experience at an unusual gaming convention in Japan, and posits fan culture as a way to understand software.
Mark Barret cautions against reinventing the wheel in this riposte to Cyberdrama and to Janet Murray’s essay.
Brenda Laurel takes a turn at the rules of operation for Interactive Fiction.
Are actors really acting when they’re characters? How about characters - can they really act? Richard Schechner asks twice.
Who says hypertext readers have more brains than gamers? Not Henry Jenkins.