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First person : new media as story, performance, and game Preview this item
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First person : new media as story, performance, and game

Author: Noah Wardrip-Fruin; Pat Harrigan
Publisher: Cambridge, Mass. : MIT Press, ©2004.
Edition/Format:   Print book : EnglishView all editions and formats
Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on "Monopoly" or even on "Magic: the Gathering." Yet it is widely believed that the market for electronic literature -- predicted by some to be the future of the written word -- languishes. Even bestselling author Stephen King achieved disappointing results with his  Read more...

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Genre/Form: Aufsatzsammlung
Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: Noah Wardrip-Fruin; Pat Harrigan
ISBN: 0262232324 9780262232326 0262731754 9780262731751
OCLC Number: 52086546
Description: xiii, 331 pages : illustrations ; 23 cm
Contents: I. Cyberdrama --
From game-story to cyberdrama / Janet Murray --
Reponse / Bryan Loyall --
From Espen Aarseth's online response --
Can there be a form between a game and a story? / Ken Perlin --
Reponse / Will Wright --
From Victoria Vesna's online reponse --
A preliminary poetics for interactive drama and games / Michael Mateas --
Response / Brenda Laurel --
From Gonzalo Frasca's online response --
II. Ludology --
Towards computer game studies / Markku Eskelinen --
Response / J. Yellowlees Douglas --
Note regarding Richard Schechner's response --
Genre trouble : narrativism and the art of simulation / Espen Aarseth --
Response / Chris Crawford --
From Stuart Moulthrop's online response --
From work to play : molecular culture in the time of deadly games / Stuart Moulthrop --
Response / Diane Gromala --
From John Cayley's online response : playing with play --
III. Critical simulation --
Representation, enaction, and the ethics of simulation / Simon Penny --
Response / Eugene Thacker --
From N. Katherine Hayles's online response --
Videogames of the oppressed : critical thinking, education, tolerance, and other trivial issues / Gonzalo Frasca --
Response / Mizuko Ito --
From Eric Zimmerman's online response --
Schizophrenia and narrative in artificial agents / Phoebe Sengers --
Response : methods and madness / Lucy Suchman --
From Michael Mateas's online response --
IV. Game theories --
Game design as narrative architecture / Henry Jenkins --
Response / Jon McKenzie --
From Markku Eskelinen's online response --
Introduction to game time / Jesper Juul --
Response / Mizuko Ito --
From Celia Pearce's online response --
Towards a game theory of game / Celia Pearce --
Response / Mary Flanagan --
From Mark Bernstein's online response : "and back again" --
Narrative, interactivity, play, and games : four naughty concepts in need of discipline / Eric Zimmerman --
Response / Chris Crawford --
From Jesper Juul's online response : unruly games --
V. Hytertexts & interactives --
Card shark and thespis : exotic tools for hypertext narrative / Mark Bernstein and Diane Grego --
Response / Andrew Stern --
From Ken Perlin's online response --
Moving through me as I move : a paradigm for interaction / Stephanie Strickland --
Response / Rita Raley --
From Camille Utterback's online response --
The pleasures of immersion and interaction : schemas, scripts, and the fifth business / J. Yellowlees Douglas and Andrew Hargadon --
Response / Richard Schechner --
From Henry Jenkins's online response --
VI. The pixel/the line --
Literal art : neither lines for pixels but letters / John Cayley --
Response / Johanna Drucker --
From Nick Montfort's online response --
Unusual positions : embodied interaction with symbolic spaces / Camille Utterback --
Response / Matt Gorbet --
From Adrianne Wortzel's online response --
Interactive text and recombinant poetics : media-element field explorations / Bill Seaman --
Response / Diane Gromala --
From Jill Walker's online response --
VII. Beyond chat --
What does a very large-scale conversation look like? / Warren Sack --
Response / Rebecca Ross --
From Phoebe Sengers's online response --
Community of people with no time : collaboration shifts / Victoria Vesna --
Response / Stephanie Strickland --
If things can talk, what do they say? If we can talk to things, what do we say? : using voice chips and speech recognition chips to explore structures of participation in sociotechnical scripts / Natalie Jeremijenko --
Response : talking things / Lucy Suchman --
From Simon Penny's online response --
VIII. New readings --
Metamorphic networks in lexia to perplexia / N. Katherine Hayles --
Response / Eugene Thacker --
From Bill Seaman's online response --
How I was played by online Caroline / Jill Walker --
Response / Adrianne Wortzel --
From Warren Sack's online response --
Interactive fiction as story, game, storygame, novel, world, literature, puzzle, problem, riddle, and machine / Nick Montfort --
Response / Brenda Laurel --
From Janet Murray's online response.
Responsibility: edited by Noah Wardrip-Fruin and Pat Harrigan ; designed by Michael Crumpton.


The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.  Read more...

Table of Contents:

by WTYILL@KUK (WorldCat user on 2006-06-15)

Dedication and Acknowledgments x Introduction xi Contributors xiii I. CYBERDRAMA Janet Murray: "From Game-Story to Cyberdrama" 2 Response by Bryan Loyall 2 From Espen Aarseth's Online Response 10 Ken Perlin: "Can There Be a Form between a Game and a Story?" 12 Response by Will Wright 12 From Victoria Vesna's Online Response 14 Michael Mateas: "A Preliminary Poetics for Interactive Drama and Games" 19 Response by Brenda Laurel 19 From Gonzalo Frasca's Online Response 23 II. LUDOLOGY Markku Eskelinen: "Towards Computer Game Studies" 36 Response by J. Yellowlees Douglas 36 Note Regarding Richard Schechner's Response 37 Espen Aarseth: "Genre Trouble" Narrativism and the Art of Simulation" 45 Response by Chris Crawford 45 From Stuart Moulthrop's Online Response 47 Suart Moulthrop: "From Work to Play: Molecular Culture in the Time of Deadly Games" 56 Response by Diane Gromala 56 From John Cayley's Online Response: "Playing with Play" 60 III. CRITICAL SIMULATION Simon Penny: "Representation, Enaction, and the Ethics of Simulation" 73 Response by Eugene Thacker 73 From N. Katherine Hayles's Online Response 75 Gonzalo Frasca: "Videogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues" 85 Response by Mizuko Ito 85 From Eric Zimmerman's Online Response 88 Phoebe Sengers: "Schizophrenia and Narrative in Artificial Agents" 95 Response by Lucy Suchman: "Methods and Madness" 95 From Michael Mateas's Online Response 98 IV. GAME THEORIES Henry Jenkins: "Game Design as Narrative Architecture" 118 Response by Jon McKenzie 118 From Markku Eskelinen's Online Response 120 Jesper Juul: "Introduction to Game Time" 131 Response by Mizuko Ito 131 From Celia Pearce's Online Response 133 Celia Pearce: "Towards a Game Theory of Game" 143 Response by Mary Flanagan 143 From Mark Bernstein's Online Response: "And Back Again" 145 Eric Zimmerman: "Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline" 154 Response by Chris Crawford 154 From Jesper Juul's Online Response: "Unruly Games" 155 V. HYPERTEXTS & INTERACTIVES Mark Bernstein and Diane Greco: Card Shark and Thespis: Exotic Tools for Hypertext Narrative" 167 Response by Andrew Stern 167 From Ken Perlin's Online Response 173 Stephanie's Strickland: "Moving Through Me as I Move: A Paradigm for Interaction" 183 Response by Rita Raley 183 From Camille Utterback's Online Response 185 J. Yellowlees Douglas and Andrew Hargadon: "The Pleasures of Immersion and Interaction: Schemas, Scripts, and the Fifth Business" 192 Response by Richard Schechner 192 From Henry Jenkins's Online Response 197 VI. THE PIXEL/THE LINE John Cayley: "Literal Art: Neither Lines nor Pixels but Letters" 208 Response by Johanna Drucker 208 From Nick Montfort's Online Response 210 Camille Utterback: "Unusual Positions - Embodies Interaction with Symbolic Spaces" 218 Response by Matt Gorbet 218 From Adrianne Wortzel's Online Response 222 Bill Seaman: "Interactive Text and Recombinant Poetics - Media-Element Field Explorations" 227 Response by Diane Gromola 227 From Jill Walker's Online Response 233 VII. BEYOND CHAT Warren Sack: "What Does a Very Large-Scale Conversion Look Like?" 238 Response by Rebecca Ross 238 From Phoebe Sengers's Online Response 239 Victoria Vesna: "Community of People with No Time: Collaboration Shifts" 249 Response by Stephanie Strickland 249 Natalie Jeremijenko: "If Things Can Talk, What Do They Say? If We Can Talk to Things. What Do We Say? Using Voice Chips and Speech Recognition Chips to Explore Structures of Participation Sociotechnical Scripts" 262 Response by Lucy Suchman: "Talking Things" 262 From Simon Penny's Online Response 265 VIII. NEW READINGS N. Katherine Hayles: "Meaphoric Networks in Lexia to Perplexia" 291 Response by Eugene Thacker 291 From Bill Seaman's Online Response 293 Jill Walker: "How I Was Played by Online Caroline" 302 Response by Adianne Wortzel 302 From Warren Sack's Online Response 305 Nick Montfort: "Interactive Fiction as 'Story', 'Game', 'Storygame', 'Novel', 'World', 'Literature', 'Puzzle', 'Problem', 'Riddle', and 'Machine'" 310 Response by Brenda Laurel 310 From Janet Murray's Online Response 315 Permission 319 Index 321


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" First Person makes an invaluable contribution to the current discussion surrounding new media narratives, computer games, and the performative ties that bind them. The anthology brings together Read more...

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Even bestselling author Stephen King achieved disappointing results with his online publication of \"Riding the Bullet\" and \"The Plant.\"Isn\'t it possible, though, that many hugely successful computer games -- those that depend on or at least utilize storytelling conventions of narrative, character, and theme -- can be seen as examples of electronic literature? And isn\'t it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like \"e-books\"? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between \"story\" and \"game,\" as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment. This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from \"Cyberdrama\" to \"Ludology\" (the study of games), to \"The Pixel\/The Line\" to \"Beyond Chat.\" The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site.<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\nschema:exampleOfWork<\/a> <http:\/\/\/entity\/work\/id\/838711597<\/a>> ;\u00A0\u00A0\u00A0\nschema:genre<\/a> \"Aufsatzsammlung<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\nschema:inLanguage<\/a> \"en<\/span>\" ;\u00A0\u00A0\u00A0\nschema:name<\/a> \"First person : new media as story, performance, and game<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\nschema:productID<\/a> \"52086546<\/span>\" ;\u00A0\u00A0\u00A0\nschema:publication<\/a> <http:\/\/\/title\/-\/oclc\/52086546#PublicationEvent\/cambridge_mass_mit_press_2004<\/a>> ;\u00A0\u00A0\u00A0\nschema:publisher<\/a> <http:\/\/\/entity\/work\/data\/838711597#Agent\/mit_press<\/a>> ; # MIT Press<\/span>\n\u00A0\u00A0\u00A0\nschema:url<\/a> <http:\/\/\/F?func=service&doc_library=BVB01&doc_number=013127689&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA<\/a>> ;\u00A0\u00A0\u00A0\nschema:url<\/a> <http:\/\/\/F?func=service&doc_library=BVB01&doc_number=013127689&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA<\/a>> ;\u00A0\u00A0\u00A0\nschema:workExample<\/a> <http:\/\/\/isbn\/9780262731751<\/a>> ;\u00A0\u00A0\u00A0\nschema:workExample<\/a> <http:\/\/\/isbn\/9780262232326<\/a>> ;\u00A0\u00A0\u00A0\numbel:isLike<\/a> <http:\/\/\/id\/resource\/GBA3U4941<\/a>> ;\u00A0\u00A0\u00A0\nwdrs:describedby<\/a> <http:\/\/\/title\/-\/oclc\/52086546<\/a>> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n\n

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<http:\/\/\/title\/-\/oclc\/52086546<\/a>>\u00A0\u00A0\u00A0\u00A0a \ngenont:InformationResource<\/a>, genont:ContentTypeGenericResource<\/a> ;\u00A0\u00A0\u00A0\nschema:about<\/a> <http:\/\/\/oclc\/52086546<\/a>> ; # First person : new media as story, performance, and game<\/span>\n\u00A0\u00A0\u00A0\nschema:dateModified<\/a> \"2020-04-16<\/span>\" ;\u00A0\u00A0\u00A0\nvoid:inDataset<\/a> <http:\/\/\/dataset\/WorldCat<\/a>> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n