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Genre Trouble
2004-05-21
http://www.electronicbookreview.com/thread/firstperson/vigilant
“Where is the text in chess?” asks Espen Aarseth. Rules, play, and semiosis are the
(un)common ground between games and stories in “interactive narrativism” and the art of
simulation.
Sidebar
Sidebar images
Responses
Stuart Moulthrop responds
Chris Crawford responds
Espen Aarseth responds
References
Aarseth, Espen (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore:
Johns Hopkins University Press.
Bringsjord, Selmer (2001). “Is It Possible to Build Dramatically Compelling
Interactive Digital Entertainment?” Game Studies 1, no. 1
(2001). http://gamestudies.org/0101/bringsjord/.
Cawelti, John (1976). Adventure, Mystery, and Romance. Formula Stories as Art
and Popular Culture. Chicago: University of Chicago Press.
Cayley, John (1995). Speaking
Clock. http://www.shadoof.net/in/incat.html#CLOCK.
Eskelinen, Markku (2001). “The Gaming Situation.” Game Studies 1, no. 1 (July
2001). http://gamestudies.org/0101/eskelinen/.
Hayles, N. Katherine (2001). “Cyber|literature and Multicourses: Rescuing
Electronic Literature from Infanticide.” Electronic Book Review 11
(2001). http://altx.com/ebr/riposte/rip11/rip11hay.htm.
Joyce, Michael (1991). afternoon. Watertown, MA: Eastgate Systems.
Juul, Jesper (2001a). “Games Telling Stories? A Brief Note on Games and
Narratives.” Game Studies 1, no. 1 (2001). http://gamestudies.org/0101/juul-gts/.
—. (2001b). “Game Time, Event Time, Themability.” Presented at the CGDT
Conference, Copenhagen, March 1, 2001.
Laurel, Brenda (1986). “Toward the Design of a Computer-Based Interactive
Fantasy System.” Ph.D. Thesis, Ohio State University, Columbus, Ohio.
—. (1991). Computers as Theatre. Reading, MA: Addison-Wesley.
Memmott, Talan (2000). Lexia to Perplexia. Electronic Book
Review 11. http://www.altx.com/ebr/ebr11/.
Murray, Janet (1997). Hamlet on the Holodeck: The Future of Narrative in
Cyberspace. New York: The Free Press.
King, Stephen (2000). Riding the Bullet. New York: Scribner eBook.
Newman, James (2001). “Reconfiguring the Videogame Player.” Games Cultures
Conference, Bristol, June 30, 2001.
Ryan, Marie-Laure (2001). “Beyond Myth and Metaphor - The Case of Narrative
in Digital Media.” Game Studies 1, no. 1
(2001). http://gamestudies.org/0101/ryan/.
Sutton-Smith, Brian (1997). The Ambiguity of Play. Cambridge, MA: Harvard
University Press.
Tags:
game, games, gaming, gameplay, narratology, blade runner, tetris, super
mario, everquest, semiotics, lara croft, tomb raider, jesper
juul, poker, ludo, chess, roulette, star wars, doom, hamlet, shakespeare, janet
murray, hamlet on the holodeck, br