Janet Murray unriddles the verbal and procedural mix of Interactive Fiction.
Game-Story set theory.
A thirst for interaction fuels Adrianne Wortzel’s response.
Lucy Suchman’s directive for talking things: “the creative elaboration of the particular indexical affordances of machine ‘speech.’”
The subject of conversation enters the conversation that is First Person, here in section seven.
Body politics and mouse use scroll through the scene.
Jill Walker questions who (or what) sets the rules for interaction.
Eric Zimmerman whips “four naughty concepts” into disciplinary shape.
Eugene Thacker sees ethical acting as a potential stumbling block, one that trips up technological complicity.
Secret agency is at issue in Frasca’s response, which denies the application of Aristotle to the open-ended interactivity of gaming.