2004
A Review of Malise Ruthven's A Fury for God: The Islamist Attack on America, from Tim Keane, with links to a growing body of writing on terror in ebr.
"The plot offers not so much progress as recurrence, duplication, and reiteration." Flore Chevaillier offers one way to fill in the gaps of Joseph McElroy "Canoe Repair."
Salvatore Proietti straddles science and fiction to offer an interpretation of a McElroy Cyborg.
Yves Abrioux approaches Woman and Men (1987) as an extended novelistic medition on cognition and action.
Adrian Miles on themes of print vs. digital, engagement vs. immersion, easy vs. difficult, and affect vs. effect, as they appear in section five of First Person.
Ian Demsky on Joseph McElroy's Ancient History and welcome interruptions.
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.
Henry Jenkins uses narrative space to distinguish between different tale-ends.
Jesper Juul maps the "flow" state of gameplay onto innerspace and elsewhere.
Applying games to games, Celia Pearce uses The Sims to showcase six keywords.
Eric Zimmerman whips "four naughty concepts" into disciplinary shape.
Slavoj Žižek addresses the situation of post-9/11 global politics - and his own, controversial, theories of the political - in this interview with Eric Dean Rasmussen.
Jane McGonigal goes mobile with a "transformational agenda" shift for Cyberdrama.
Theories of performance, training, and psychology explain simulation - or do they? - in the third section of First Person.
Ian Bogost, the co-designer of The Howard Dean for Iowa Game (along with First Person contributor Gonzalo Frasca), deconstructs section three.
Simon Penny re-collects the dimensions of simulation-as-training in martial arts, football, and ballet (not to mention computer games).
On the occasion of the 2003 Fitzpatrick O'Dinn Award publication, Alan Sondheim asks some questions of formally constrained literature. The more strict the constraints, the more open, free, and plentiful the questions.
An Internet response to Simon Penny that separates the transfer of gaming skills from ethics.
Do violent games train us for violence? Drawing on social psychology and cognitive science, Simon Penny examines the "ethics of simulation."

