“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.
Marcel O’Gorman offers a candid account of what it means to introduce the computer apparatus into teaching in the humanities.
Nick Montfort reiterates the value of multiple perspectives on, and in, New Media.
Mark Bernstein and Diane Greco address “the utility question.”