Do violent games train us for violence? Drawing on social psychology and cognitive science, Simon Penny examines the “ethics of simulation.”
Illustrating Perlin’s “Can There Be a Form between a Game and a Story?”
The man behind The Sims, Will Wright, places narrative controls back in the hands of gamers.
The builder of Façade, an “interactive story world,” Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).
Animals and invaders populate the space of Janet Murray’s counter-response.
Jane McGonigal goes mobile with a “transformational agenda” shift for Cyberdrama.
Pat Harrigan and Noah Wardrip-Fruin introduce First Person, an interactive, multi-player collaboration between ebr and the MIT Press.
Choosing between James Joyce and Stephen King means choosing between engagement and immersion. Or does it?
Jesper Juul takes time to complicate the real in different types of games.
Celia Pearce hits SAVE and preserves most of Jesper Juul’s essay. But then “non-computer contexts” hit the screen.