2004
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."
Mark Barret cautions against reinventing the wheel in this riposte to Cyberdrama and to Janet Murray's essay.
Julian Raul Kucklich points out the virtues of interdisciplinarity cooperation for ludologists.
Gonzalo Frasca's proposal for videogames that address "critical thinking, education, tolerance, and other trivial issues."
Phoebe Sengers discusses the Expressivator and socially situated AI.
Late Breaking: William Gillespie, Scott Rettberg, and Rob Wittig post from Notre Dame University on the &Now festival of writers and writing.
Larry McCaffery reframes his 1989 essay on the "postmodern turn" in rock'n'roll music.
First Person, second section: What is Ludology? Editors Pat Harrigan and Noah Wardrip-Fruin see a disciplinary shift away from ill-advised analogies toward analyses of the gaming situation itself.
Cyberpractitioner Diane Gromala celebrates virtual immersion's unsteady body-knowledge.
J. Yellowlees Douglas adds more titles to Eskelinen's catalog of limnal games.
U.S. cybernetic pragmatisim and practical Net expertise interest Moulthrop (and his auditors) on "second thought."
Literature scholars eager to understand gaming have made early inroads. Markku Eskelinen sets up serious checkpoints.
Chris Crawford adduces the algorithms of games against dramatic conventions.
