first person Page 7 of 11

2004

27-Aug-2004
Notes Toward a Proleptic History of Electronic Reading

Matthew Kirschenbaum rethinks the final section of First Person in light of "five basic strategies for furthering the history of reading."

10-Aug-2004
Adrian Miles responds to Hypertexts and Interactives

Adrian Miles on themes of print vs. digital, engagement vs. immersion, easy vs. difficult, and affect vs. effect, as they appear in section five of First Person.

11-Jul-2004
Game Theories

It's "Game Time." Here in section four we see what the dynamics of time and space have to do with the games people play.

10-Jul-2004
Game Design as Narrative Architecture

Henry Jenkins uses narrative space to distinguish between different tale-ends.

09-Jul-2004
Introduction to Game Time

Jesper Juul maps the "flow" state of gameplay onto innerspace and elsewhere.

08-Jul-2004
Towards a Game Theory of Game

Applying games to games, Celia Pearce uses The Sims to showcase six keywords.

07-Jul-2004
Narrative, Interactivity, Play, and Games

Eric Zimmerman whips "four naughty concepts" into disciplinary shape.

28-Jun-2004
Notes Toward a More Pervasive Cyberdramaturgy

Jane McGonigal goes mobile with a "transformational agenda" shift for Cyberdrama.

27-Jun-2004
Critical Simulation

Theories of performance, training, and psychology explain simulation - or do they? - in the third section of First Person.

27-Jun-2004
Ian Bogost's response to Critical Simulation

Ian Bogost, the co-designer of The Howard Dean for Iowa Game (along with First Person contributor Gonzalo Frasca), deconstructs section three.

27-Jun-2004
Penny responds in turn

Simon Penny re-collects the dimensions of simulation-as-training in martial arts, football, and ballet (not to mention computer games).

26-Jun-2004
Jan Van Looy responds to Penny

An Internet response to Simon Penny that separates the transfer of gaming skills from ethics.

26-Jun-2004
Representation, Enaction, and the Ethics of Simulation

Do violent games train us for violence? Drawing on social psychology and cognitive science, Simon Penny examines the "ethics of simulation."

24-Jun-2004
Academic Intent

Mark Barret cautions against reinventing the wheel in this riposte to Cyberdrama and to Janet Murray's essay.

24-Jun-2004
Julian Raul Kucklich responds

Julian Raul Kucklich points out the virtues of interdisciplinarity cooperation for ludologists.

24-Jun-2004
Videogames of the Oppressed

Gonzalo Frasca's proposal for videogames that address "critical thinking, education, tolerance, and other trivial issues."

23-Jun-2004
Schizophrenia and Narrative in Artificial Agents

Phoebe Sengers discusses the Expressivator and socially situated AI.

23-May-2004
Eskelinen responds in turn

Eskelinen can't be bothered to answer his critics.

23-May-2004
Ludology

First Person, second section: What is Ludology? Editors Pat Harrigan and Noah Wardrip-Fruin see a disciplinary shift away from ill-advised analogies toward analyses of the gaming situation itself.

22-May-2004
Diane Gromala’s response (excerpt)

Cyberpractitioner Diane Gromala celebrates virtual immersion's unsteady body-knowledge.