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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.


Aarseth, Espen and Smedstad, Solveg M. and Sunnan\r{a}, Lise. "A Multi-Dimensional Typology of Games." Level Up; Digital Games Research Association (DiGRA) Conference Proceedings. Copier, Marinka and Raessens, Joost. 2003.

http://www.digra.org/dl/db/05163.52481

ABSTRACT
This paper builds on a general typology of textual communication (Aarseth 1997) and tries to establish a model for classifying the genre of "games in virtual environments" -- that is, games that take place in some kind of simulated world, as opposed to purely abstract games like poker or blackjack. The aim of the model is to identify the main differences between games in a rigorous, analytical way, in order to come up with genres that are more specific and less ad hoc than those used by the industry and the popular gaming press. The model consists of a number of basic "dimensions", such as Space, Perspective, Time, Teleology, etc, each of which has several variate values, (e.g. Teleology: finite (Half-Life) or infinite (EverQuest. Ideally, the multivariate model can be used to predict games that do not yet exist, but could be invented by combining the existing elements in new ways.
Aarseth, Espen. "Allegories of Space: The Question of Spatiality in Computer Games." Cybertext Yearbook 2000. Eskelinen, Markku and Koskimaa, Raine. 2000.

http://cybertext.hum.jyu.fi/articles/129.pdf

ABSTRACT
The defining element in computer games is spatiality. Computer games are essentially concerned with spatial representation and negotiation, and therefore the classification of a computer game can be based on how it represents or, perhaps, implements space. More than time (which in most games can be stopped), more than actions, events and goals (which are tediously similar from game to game) and unquestionably more than characterization (which is usually nonexistent), games celebrate and explore spatial representation as a central motif and raison d'ĂȘtre. In terms of playability, themes, tasks, subgenres and dramatic structure, nothing much has changed over the last two decades. The innovation takes place in spatial representation, and the genre's more slowly evolving complexity in the other areas (such as physical simulation) can be seen as a result of the increasing complexity of the spatial representation.

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