publications Page 31 of 63

2008

28-Mar-2008
On Itinerant

Teri Rueb describes Itinerant and quotes excerpts from the project's vocal track. The installation-style piece uses a GPS system and a headset. As the participant walks through the allotted space, the GPS cues various recordings. Rueb claims to want "to implicate the participant as a charged body in public space whose movement and presence become critical agents in structuring the meaning of the work."

27-Mar-2008
On John Tynes's Puppetland

Sean Thorne explains how he uses Puppetland to help children improve their writing. The RPG allows the students to develop characters, and to participate in the construction of stories so that they're imaginatively invested in what they write.

27-Mar-2008
Political Activism: Bending the Rules

Kevin Whelan argues that there's not much difference between role-playing games and grass-roots political activism.

26-Mar-2008
Devoted to Fake

Brian Willems reads a number of fictional and critical texts, from ebr essays to William Gibson's Pattern Recognition, to argue that they all point toward the dissolution of the borders among humans, animals, and machines.

26-Mar-2008
Prismatic Play: Games as Windows on the Real World

John Tynes argues that it took the novel two hundred years to gain cultural capital; film, forty years; rock and roll, fifteen. Given this increasing velocity and the fact that it's been three decades since Colossal Cave Adventure, interactive storytelling should have gained a much higher level of respect than it has. Tynes argues that games should eschew escapist fantasy for more timely "engagist" settings that would allow the player to reflect on contemporary life and politics.

25-Mar-2008
Middle Spaces: Media and the Ethics of Infinitely Demanding

Simon Critchley's study of ethics has been prominently reviewed by literary and cultural theorists, though most treatments accept the premise that ethical relations are primarily among people, that ethics depends mainly on intersubjective relations. This review by Daniel Punday resituates "Infinitely Demanding" in a networked context, one that is constructed by "media, by global flows, and by the larger network swarms which themselves take on an identity." For Punday, an ethics for our time is best found, not by the study of identities and localities, but rather by authors of contemporary fiction such as Jonathan Letham, Susan Daitch, Ishmael Reed, and Toni Cade Bambara.

19-Mar-2008
Every Game a Story

Corvus Elrod extends Bruno Faidutti's claim that all games tell stories by making the counter-intuitive argument that board games like Chess and Go are more effective story vehicles than RPGs.

19-Mar-2008
Pax and the Literary in the Digital Age

David Parry argues that Pax occupies a position between literature and games - that it "glorifies play while undermining games," and that it's "not so much literature as it is literary."

19-Mar-2008
Utopia's Doubles

Nichoas Spencer argues for the importance of "anarchistic and spatial factors" in twentieth-century utopian thought despite the resistance to them in the Marxist texts under review by Brown, DeKoven, Jameson, and Puchner.

19-Mar-2008
Why Make Games That Make Stories?

Jesper Juul argues that James Wallis's focus on definitions in his intervention into the story/game debate doesn't give the experience of story - or game - its due.

18-Mar-2008
Beyond the String of Beads: More Systems for Game Narrative

Monica Evans extends Costikyan's analysis of the narrative/game debate, but ultimately concludes that battles over genre categorization miss the point of electronic media, and that we cannot yet accurately assess how the tension between story and play works out because digital games are "products of a technology still in its infancy."

18-Mar-2008
Error, Interface, and the Myth of Immersion

Jason Rhody argues that Prince of Persia: The Sands of Time attains the status of a game fiction by leveraging "narrative tragedy" to enhance "ludic complexity" - creating a game in which narrative and play, far from being opposed, as in most assessments, enhance one another.

15-Mar-2008
Editors' Introduction to "Computational Fictions"

Editors Pat Harrigan and Noah Wardrip-Fruin introduce the essays of the "Computational Fictions" section of Second Person, focusing on the conversion of human ludic interaction into computational processes - a necessary condition for computer games.

11-Mar-2008
On Twelve Easy Lessons to Better Time Travel

Mark Marino explains Twelve Easy Lessons to Better Time Travel as an allegory of electronic writing, featuring characters that represent salient figures from Alan Turing to Shelley Jackson.

10-Mar-2008
On Juvenate

Marie-Laure Ryan describes Juvenate as an audiovisual hypertext that can be navigated via a provided map or wandered through like a maze, evoking the question of whether the text is best understood as a narrative or a game.

09-Mar-2008
Either You're With Us and Against Us: Charles Bernstein's Girly Man, 9-11, and the Brechtian Figure of the Reader

Tim Peterson brilliantly lays out for us how Charles Bernstein's Girly Man represents the mobilization of queer rhetoric, iconoclastic values, and an implied notion of the family in the figure of the Girly Man.

09-Mar-2008
Electronic Media, Identity Politics, and the Rhetoric of Obsolescence

Anthony Enns questions Kathleen Fitzpatrick's link between an anxiety about the displacement of male privilige and the fear of new media technology in postmodern fiction.

09-Mar-2008
Home: A Conversation with Richard Powers and Tom LeClair

Scott Hermanson presents a dialogue he conducted with novelists Richard Powers and Tom LeClair, at the University of Cincinnati in 2005. Moderated by Hermanson, the novelists discuss the intricacies of writing about nature, the role of history in the novel, and their fictions' use of imitative form.

09-Mar-2008
Parasitic Fiction

Stephen Burn considers Tom LeClair's recent novel through the lens of the latter's own critical work on postmodern fiction, while also excavating the novel's relation to Faulkner's tale of racial empire building, Absalom, Absalom!

04-Mar-2008
Nothing Lasts

In "Nothing Lasts," Stephen Schryer considers Tom LeClair's Passing On and The Liquidators as paired novels, one immersing the reader in the maelstrom of the social and economic systems that shape contemporary life, the other shielding the reader from those systems. Unlike the massive novels from the seventies that fascinated LeClair the critic, Schryer finds the novelist a "literary miniaturist," seeking "concise synecdoches for the larger systems" his books evoke.