Tag: videogames

Mizuko Ito's response (excerpt)

2004-01-10

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?”

Mizuko Ito's response (excerpt)

2004-01-08

Mizuko Ito recounts her experience at an unusual gaming convention in Japan, and posits fan culture as a way to understand software.

Towards a Game Theory of Game

2004-07-08

Applying games to games, Celia Pearce uses The Sims to showcase six keywords.

Videogames of the Oppressed

2004-06-24

Gonzalo Frasca’s proposal for videogames that address “critical thinking, education, tolerance, and other trivial issues.”

Critical Simulation

2004-06-27

Theories of performance, training, and psychology explain simulation - or do they? - in the third section of First Person.

Celia Pearce responds

2004-01-10

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

Henry Jenkins responds in turn

2004-01-09

Casting the ludology vs. narratology debate as a game in itself, Henry Jenkins brings Bible gardens and the duck-billed platypus into this defense of hybridity.

Gonzalo Frasca responds in turn

2004-01-08

“Critical videogames”: moving beyond the non sequiter of now, Gonzalo Frasca projects a future in which the phrase would make sense.

Eric Zimmerman's response

2004-01-08

Eric Zimmerman modifies Gonzalo Frasca’s game strategy with a strategic patch.