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First Person: New Media As Story, Performance, and Game
By Pat Harrigan (editor) and Noah Wardrip-Fruin (editor)
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Hardcover
Book cover for 9780262232326
 
The price comparison is for this edition
from Mit Pr (March 1, 2004)
9780262232326 | details & prices | 350 pages | 8.25 × 9.50 × 1.25 in. | 1.70 lbs | List price $42.00
About: 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.
Paperback
Book cover for 9780262731751
 
from Mit Pr (April 1, 2006)
9780262731751 | details & prices | 331 pages | 8.00 × 9.00 × 0.75 in. | 0.56 lbs | List price $26.95
About: 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.
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Publisher Mit Pr
Publication date March 1, 2004
Pages 350
Binding Hardcover
Book category Adult Non-Fiction
ISBN-13 9780262232326
ISBN-10 0262232324
Dimensions 1.25 by 8.25 by 9.50 in.
Weight 1.70 lbs.
Availability§ Out of Print
Original list price $42.00
Other format details university press
Amazon.com says people who bought this book also bought:
The Game Design Reader | Hamlet on the Holodeck | The New Media Reader | Third Person | Second Person
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Amazon.com description: Product Description: 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 (created in conjunction with the online journal Electronic Book Review).

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