"Where is the text in chess?" asks Espen Aarseth. Rules, play, and semiosis are the (un)common ground between games and stories in "interactive narrativism" and the art of simulation.
Stuart Moulthrop complicates the idea of self-contained games.
U.S. cybernetic pragmatisim and practical Net expertise interest Moulthrop (and his auditors) on "second thought."
Gonzalo Frasca's proposal for videogames that address "critical thinking, education, tolerance, and other trivial issues."
Which alias best fits interactive fiction?
The nominees are:
"Story," "Game," "Storygame," "Novel," "World,"
"Literature," "Puzzle," "Problem," "Riddle," and "Machine."
Read, and decide.
Jane McGonigal goes mobile with a "transformational agenda" shift for Cyberdrama.
Mark Barret cautions against reinventing the wheel in this riposte to Cyberdrama and to Janet Murray's essay.