Further Reading
Computer Games and Digital Cultures Conference Proceedings, Frans Mäyrä, editor Organized by the Hypermedia Laboratory of University of Tampere, Finland, the CGDC conference focused on the academic study of computer games, from perspectives including ludology and game studies. The essays readily acknowledge the challenge of studying digital games in the academic community. Of particular interest are several essays focusing on the relationships between narrative, emergence, interactivity, and community. Recommended:
"Computer Games/Cinema/Interfaces," by Geoff King and Tanya Krzywinska "In Defense of Cutscenes," by Rune Klevjer "The Open and the Closed: Games of Emergence and Games of Progression," by Jesper Juul Cybertext: Perspectives on Ergodic Literature, by Espen J. Aarseth Aarseth looks closely at electronic texts like hypertext fiction, text adventure games, MUDs, and MOOs. He categorizes these texts as forms of "ergodic" literature—a term borrowed from physics to describe open sys-tems—with which the reader must interact to generate a literary sequence. Although Aarseth's argument doesn't fit cleanly within the model of narrative play we propose, his work has had a wide influence on the study of narrative and games. Recommended:
Chapter 2: Paradigms and Perspectives Chapter 5: Intrigue and Discourse in the Adventure Game GAME ON: The History and Culture of Videogames, Lucien King, editor GAME ON is the catalog for a museum exhibition on videogames. The collection of essays covers everything from the culture of Pokémon to debates over violence in videogames. The three recommended essays each take a different point of view on games and narrative. Recommended:
"The Art of Contested Spaces," by Henry Jenkins and Kurt Squire "Telefragging Monster Movies," by Katie Salen "Story as Play Space: Narrative in Games," by Celia Pearce Hamlet on the Holodeck: The Future of Narrative in Cyber-space, by Janet Murray Murray explores the connection between the properties and pleasures of digital media and the future of storytelling, particularly electronic fiction. In looking at interactive fiction, MUDs, MOOs, "cyberdramas," and other forms of storytelling within the digital realm, Murray discusses ideas of authorship, immersion, agency, and the aesthetics of electronic representation. The text is useful in outlining some of the basic issues connecting digital media and storytelling forms. Recommended:
Chapter 3: From Additive to Expressive Form Chapter 4: Immersion Chapter 5: Agency Chapter 6: Transformation
Shared Fantasy, by Gary Alan Fine In one of the best sociological studies of fantasy gaming groups and role-playing games available, Fine offers an in-depth analysis of RPGs as a subculture, identifying how players generate meanings and identities in social worlds. Fine's research is based on extensive observation of tabletop RPG players and offers many insights into the role of fantasy and imaginative play in the construction of social and interactive narrative fictions. Recommended:
Chapter 1: FRP Chapter 2: Players Chapter 3: Collective Fantasy Chapter 6: Frames and Games