Aarseth, Espen. Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press, 1997.

http://www.hf.uib.no/cybertext/default.html


ABSTRACT

Cybertext explores the aesthetics and the textual dynamics of digital literature and its many diverse genres such as hypertext fiction, computer games, computer generated poetry and prose, and collaborative Internet texts such as MUDs. However, instead of insisting on the uniqueness and newness of "electronic writing" or "interactive fiction" (phrases which mean very little) the author situates these new literary forms within the larger and much older field of "ergodic" literature, from the ancient Chinese I Ching to the literary experiments of the OuLiPo. These are open, dynamic texts where the reader must perform specific actions to generate a literary sequence, which may vary for every reading.

Aarseth constructs a theoretical model that describes how these literary forms are different from each other, and demonstrates how the widely assumed divide between paper texts and electronic texts breaks down under careful analysis. He then confronts literary theories of narrative, semiotics and rhetoric with the new empirical field of ergodic literature, and examines the problems and potential usefulness of applying these theories on material for which they were not intended.


Yee, Nicholas. "The Demographics of Gender-Bending." The Daedalus Project. 2003

http://www.nickyee.com/daedalus/archives/000551.php?page=2
Marvin, Lee E. "Spoof, Spam, Lurk and Lag: The Aesthetics of Text-Based Virtual Realities." Journal of Computer Mediated Communication. Vol 1. 1995.

http://jcmc.indiana.edu/vol1/issue2/marvin.html

ABSTRACT
This paper explores communication in six text-based virtual realities through four items of jargon: spoof, spam, lurk, and lag. Research was conducted using the ethnographic tools of participant-observation and close analysis of actual interactions of MOOs (Multiple-user Object Oriented environments). Examples of how these terms are used in real-time interaction were analyzed for what they communicate about the aesthetics of interaction. Close examination suggests that these articulated aesthetics serve as rules for proper behavior, markers of experience and belonging, metaphor for poetic expression and resources for play and challenge within the community.
Steinkuehler, Constance A. "A Discourse Analysis of MMOG Talk." Other Players. IT University of Copenhaben, 2004.

http://www.headzupnola.com/A-Discourse-Analysis-of-MMOG-Talk.html
Horn, Stacy. Cyberville: Clicks, Culture, and the Creation of an Online Town. Warner Books, 1998.

http://www.amazon.com/Cyberville-Clicks-Culture-Creation-Online/dp/044651909X

ABSTRACT
Here is a look at the workings of ECHO, a New York-based online community, by founder Stacy Horn, who runs the community and cherishes its eccentricities. ECHO is an example of "Cyberville" and, according to Horn, it is a place where people live much as they do in their own physical towns. Horn's story demonstrates how ECHO evolves and functions. While this is the story of one particular cyberville, members of ECHO experience the same joys, thrills, frustrations, and issues that members of every virtual gathering place--from small bulletin board systems to the giant America Online--face.

Horn highlights all the things you can expect to happen in an online community--thoughtful discussion, irreverent play, unabashed libido--and all the personalities you can expect to find--the clowns, the humorless, and the total jerks. In her personal style, Horn talks about what it is like to be a part of such a community both as a participant and as the person responsible for running it. She chats about how it looks and feels to judge whether a user should be banned or to introduce a celebrity like John F. Kennedy Jr. to the ranks. Horn also fills the book with excerpts from users' posts--many of them an excellent example of the bright banter that takes place when conferencing is going well.

Although Horn expounds on her own views on cybercommunity, she does so without pretense or pomposity. These are clearly personal views born of her experience and, even at her most forceful, Horn maintains a style that discourages readers from taking her discourse as The One Truth. Instead her writing shares the online world she's helped build and loves. Horn's personal tour of one small town in cyberspace has all the drama and humor of real humans interacting.


Gaiser, Megan. "Solving the Mystery of the Missing Girl Games." Public Broadcasting System, 2004.


http://www.pbs.org/kcts/videogamerevolution/impact/girl_games.html

Second Life

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Linden Labs. Second Life. 2003

http://secondlife.com/?u

Au, Wagner J. Lindens Limit Libertarianism: Billboard Advertising Restricted, Continuing Rollback of Laissez Faire Politics. 2008.

http://nwn.blogs.com/nwn/2008/02/lindens-limit-l.html
Frasca, Gonzalo. "Ludologists Love Stories, Too: Notes From a Debate that Never Took Place." Copier, Marinka and Raessens, Joost. Level Up: Digital Games Research Association (DiGRA) Conference Proceedings. Universiteit Utrecht. 2003.

www.ludology.org/articles/Frasca_LevelUp2003.pdf

ABSTRACT
Gonzalo Frasca here comments on the so-called 'ludology vs. narratology debate' that was helpful in clarifying the core agenda of ludology (as critical game studies), while noticing how the most extreme oppositional positions in this debate appeared to be based on misunderstandings.

Myst

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Ubisoft. Myst. 1993.

http://www.mystworlds.com/us/

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