Do violent games train us for violence? Drawing on social psychology and cognitive science, Simon Penny examines the "ethics of simulation."
An essay by Tara McPherson (and a conversation with Anne-Marie Schleiner) concerning patch mutations, opensorcery, and other explainable gaming offshoots.
Choosing between James Joyce and Stephen King means choosing between engagement and immersion. Or does it?
Moving from the holodeck to the game board, Janet Murray explains why we make dramas of digital simulations.
Pat Harrigan and Noah Wardrip-Fruin introduce First Person, an interactive, multi-player collaboration between ebr and the MIT Press.
Ken Perlin on a game-narrative difference that makes a difference: does agency, rather than identifiction, make characters in a game seem more real than those in novels or films?
Jane McGonigal goes mobile with a "transformational agenda" shift for Cyberdrama.
The builder of Façade, an "interactive story world," Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).