TY - BOOK ID - 1642418 TI - First person: new media as story, performance, and game AU - Wardrip-Fruin, Noah AU - Harrigan, Pat PY - 2004 SN - 0262232324 9780262731751 9780262232326 0262731754 PB - Cambridge, Mass. MIT DB - UniCat KW - Computer. Automation KW - Sociology of culture KW - Crumpton, Michael KW - kunst KW - literatuur KW - kunst en technologie KW - nieuwe media KW - computers KW - internet KW - game design KW - narratologie KW - cybercultuur KW - virtual reality KW - computerspellen KW - hypertekst KW - 791.5 KW - 82 KW - Electronic games KW - Social aspects. KW - Cyberculture. KW - 2ram KW - Electronic toys KW - Games KW - Social aspects KW - Jeux vidéo KW - Réalité virtuelle KW - Thèmes, motifs KW - Réalité virtuelle. KW - Electronic books. KW - Electronic games. KW - Story-telling KW - Data processing. KW - Video games KW - Computer games KW - Internet games KW - Television games KW - Videogames KW - Jeux vidéo KW - Réalité virtuelle. KW - Thèmes, motifs UR - https://www.unicat.be/uniCat?func=search&query=sysid:1642418 AB - 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 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. ER -