publications Page 44 of 61

2004

18-Mar-2004
Literal Art (sidebar)

Sidebar images from "Literal Art: Neither Lines nor Pixels but Letters."

13-Mar-2004
Optical Media Archaeologies

Anthony Enns juxtaposes two models of German media theory in reviewing new works by Oliver Grau and Friedrich Kittler.

29-Feb-2004
The Electronic Swarm of City and Self

Jenny Weight reviews William Mitchell's third book, Me++: The Cyborg Self and the Networked City.

22-Feb-2004
A Remediation's Remediation?

Jan Baetens looks 'through' and 'at' Bolter and Gromala's Windows and Mirrors and finds a foggy vision.

19-Feb-2004
Confronting Chaos

Joseph Tabbi reviews Joe Conte's Design and Debris and gauges the argument for chaotics-as-aesthetics across media.

27-Jan-2004
11-Jan-2004
Celia Pearce responds in turn

Celia Pearce's position - anti-isolationist, but also anti-colonialist - derives from her understanding of "the unique properties of games themselves."

11-Jan-2004
Chris Crawford’s response (excerpt)

Chris Crawford considers Zimmerman's definitions.

11-Jan-2004
Eric Zimmerman responds in turn

A reply from game designer Eric Zimmerman that is receptive to multiple viewpoints, non-design or otherwise.

11-Jan-2004
Jesper Juul's response

Jesper Juul suspects that things will remain unruly: big-budget, "cinematic" games will nose out experimental ones.

11-Jan-2004
Mary Flanagan’s response (excerpt)

A recommendation for participatory, interdisciplinary articulations of action and perception from Mary Flanagan.

10-Jan-2004
Celia Pearce responds

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

10-Jan-2004
Jesper Juul responds in turn

Jesper Juul takes time to complicate the real in different types of games.

10-Jan-2004
Mark Bernstein's response

Mark Bernstein explains that games have many lessons to learn from other artforms that speak to, and teach us, what it means to be human.

10-Jan-2004
Mizuko Ito's response (excerpt)

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?"

09-Jan-2004
Henry Jenkins responds in turn

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.

09-Jan-2004
Jon McKenzie's response (excerpt)

An appreciative reply that measures the incline of Henry Jenkins' middle ground.

09-Jan-2004
Lucy Suchman responds (excerpt)

The tenuous dynamics of Phoebe Senger's split story lead Lucy Suchman to ponder "methods and madness" in the metaphors we live by.

09-Jan-2004
Markku Eskelinen's response

Even orienteering is of greater use to game designers than narratology, claims Marrku Eskelinen, heading towards an area free from stories once more.

09-Jan-2004
Michael Mateas responds

As alternatives to agency-obsession, "critical technical practices" that connect art and technology are front and center in the work of Michael Mateas.