2011
David Lavery ponders the "neo-baroque" tap-dancing of TV's most playful and commercially successful serial drama.
Jason Mittell calls David Simon's bluff: to what degree is The Wire really like a "televised novel"? To what degree is it more like a video game? Why not classify it as what it really is - a genre-spawning "masterpiece" in the medium of television.
2010
Mark C. Marino explains the rationale for the Critical Code Studies Working Group, a six-week experiment in using social media for collaborative academic production. Marino also analyzes the first week's discussion, which focused on debates about what it means to read "code as text."
What does it mean to apply a "critical" lens to programming code? Members of the CCS Working Group grapple with this and other foundational questions, hashing out the methods, boundaries, and stakes of a new academic field. This essay is part of a series on Critical Code Studies distilled from a six week online discussion.
Daniel Worden's riposte to Sean O'Sullivan's piece on Deadwood argues that O'Sullivan's "formalist account does not acknowledge... Deadwood's connection to a kind of historical necessity that governs not just the show's characters but also the very structure of the show as a historical drama about the West on late twentieth-century cable."
Sean O'Sullivan explores numerous aspects of narrative and seriality in his examination of the HBO series Deadwood, created by David Milch. O'Sullivan argues that Deadwood often resists seriality's dictates and conventions by adhering to, amongst other structures, Aristotlelian dramatic principles that are by nature at odds with seriality's essence. This is but one example of the existence of an "internal constriction" that "pushes against some of the conventions of television serials by denying...
Christopher Douglas argues that within the fictional world of the popular online game World of Warcraft, race is not understood as being socially constructed, but rather as a biological fact, "composed of inherited, immutable, essential differences," and thus perpetuates the old-fashioned "notion that the outward packaging signifies an inner reality, where the differences are."
2008
Emily Short interrogates Ian Bogost's Unit Operations and finds his approach to videogame criticism too capacious in its attempt to account for a variety of expressive media, and too narrow in its focus on low-order choices in videogames.
Through a mini-experiment Robert Lecusay explores the differences between gamers' and non-gamers' interactions with non-player characters in Michael Mateas and Andrew Stern's Façade.
Christy Dena considers the unique version of subject-object relations confronted by people who straddle the line between game-designer and academic.
Editors Pat Harrigan and Noah Wardrip-Fruin introduce a group of essays on games that exceed the bounds of the tabletop playing session, the game console, or the computer screen - games that emerge out of, take place in, or encroach on, the real world.
Tim Uren argues that each improvisational theater scene functions as a game that generates its own rules within a few seconds of its inception, rules based on each performer's observation of the audience and/or other actors.
Adriene Jenik describes a project of virtual performances via avatars in online chat spaces.
Celia Pearce applies the logics of identity politics, diaspora studies, and cultural studies to an online gaming community.
Jill Walker argues that although the quests in World of Warcraft lack the narrative or linguistic sophistication that we expect from literary texts, the sustained attention that players give to games equates with the attentiveness that readers give novels (or at least that readers once gave novels - back when novels had readers).
Torill Elvira Mortensen explains the joys of the role-playing high, in which the player no longer has to contemplate how her character might act in a given situation; instead the player simply reacts as the character. Mortensen develops the case to argue that role-playing experience can lead to a cynicism about the sincerity of people's out-of-character (or real-world) personae.
Adrianne Wortzel explains a revisioning of the 1960s computer-based therapist simulator, which moves beyond the original's text-only interface to include graphics, robotics, and an ever-expanding vocabulary.
Joe Scrimshaw describes his interactive stage drama, which with the exception of the technologies it employs, operates much like the computer-based interactive fiction Facade (discussed elsewhere in this thread). Rather than using code to select the proper reaction to user input as in Facade, the audience of Adventures in Mating votes on the choices the characters make, a la a Choose Your Own Adventure novel.
Ian Bogost and Gonzalo Frasca explain a new genre: persuasive games, and delve into the development and emerging legacy of The Howard Dean for Iowa Game, "the first official video game ever commissioned in the history of U.S. presidential elections." This new genre provides an opportunity to rethink the cultural status of games. If games are normally judged by how entertaining they are, persuasive games must be released from this criterion and assessed on how well they convey their message.
Robert Nideffer describes a multi-modal game in which the player will be more impressed with the number of media the game engages than with its (unexceptional) main character.