Tag: jesper juul

2005-04-17

Interactive Fiction

Which alias best fits interactive fiction?
The nominees are:
"Story," "Game," "Storygame," "Novel," "World,"
"Literature," "Puzzle," "Problem," "Riddle," and "Machine."
Read, and decide.

2004-07-11

Game Theories

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.

2004-01-11

Eric Zimmerman responds in turn

A reply from game designer Eric Zimmerman that is receptive to multiple viewpoints, non-design or otherwise.

2004-01-10

Mizuko Ito’s response (excerpt)

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?"

2004-01-10

Celia Pearce responds

Celia Pearce hits SAVE and preserves most of Jesper Juul's essay. But then "non-computer contexts" hit the screen.

2004-05-21

Genre Trouble

"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.

2004-05-22

Towards Computer Game Studies

Literature scholars eager to understand gaming have made early inroads. Markku Eskelinen sets up serious checkpoints.

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