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2004

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.

09-Jan-2004
Phoebe Sengers responds in turn

Whether CTPs should walk on three legs or two; how the robotic artwork Petit Mal is "interpretationally plastic;" what cultural assumptions we build into machines: just some of the response-topics here.

08-Jan-2004
Eric Zimmerman's response

Eric Zimmerman modifies Gonzalo Frasca's game strategy with a strategic patch.

08-Jan-2004
Eugene Thacker’s response (excerpt)

Eugene Thacker sees ethical acting as a potential stumbling block, one that trips up technological complicity.

08-Jan-2004
Gonzalo Frasca responds in turn

"Critical videogames": moving beyond the non sequiter of now, Gonzalo Frasca projects a future in which the phrase would make sense.

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

Mizuko Ito recounts her experience at an unusual gaming convention in Japan, and posits fan culture as a way to understand software.

08-Jan-2004
N. Katherine Hayles responds

The "cognitive entailments" of a reader, or "interactor," are where Katherine Hayles redirects the new aesthetics of electronic textuality.

08-Jan-2004
Simon Penny responds in turn

Simon Penny recalls that the origins of the human-computer interface, politicized by a military heritage, are now explored by artist-enigineers who chaperone fragmentation and dissent.

2003

29-Nov-2003
Richard Schechner's response (excerpt)

Richard Schechner remembers the real-life side of interaction.

21-May-2003
Stuart Moulthrop's response

Stuart Moulthrop complicates the idea of self-contained games.