- Breathing Machine, A Memoir of Computers by Leigh Alexander
- Clipping Through: One Mad Week In Video Games by Leigh Alexander
- And Eternity by Piers Anthony
- vN by Madeline Ashby
- The Edible Woman by Margaret Atwood
- The Boss by Abigail Barnette
- Extra Lives: Why Video Games Matter by Tom Bissell
- Between Parentheses: Essays, Articles and Speeches, 1998-2003 by Roberto Bolano
- Fetish Sex: A Complete Guide to Sexual Fetishes by Violet Blue
- Borges On Writing by Jorge Luis Borges
- It's Complicated: The Social Lives of Networked Teens by danah boyd
- The High Druid's Blade: The Defenders of Shannara by Terry Brooks
- Witch Wraith: The Dark Legacy of Shannara by Terry Brooks
- If On A Winter's Night A Traveler by Italo Calvino
- Ready Player One by Ernest Cline
- The Divine Comedy by Dante
- The Brief Wondrous Life of Oscar Wao by Junot Diaz
- This Is How You Lose Her by Junot Diaz
- How To Read A Poem by Terry Eagleton
- A Case Of Hysteria by Sigmund Freud
- The Fear Of An Illusion by Sigmund Freud
- No Place to Hide: Edward Snowden, the NSA, and the U.S. Surveillance State by Glenn Greenwald
- Bootleg: The Secret History of the Other Recording Industry by Clinton Heylin
- Never Let Me Go by Kazou Ishiguro
- Devilish by Maureen Johnson
- Critique Of Pure Reason by Immanuel Kant
- Please Kill Me: The Uncensored Oral History of Punk by Legs McNeil
- Collected Sonnets by Edna St. Vincent Millay
- Salt Sugar Fat: How the Food Giants Hooked Us by Michael Moss
- What I Talk About When I Talk About Running by Haruki Murakami
- The Trial And Death Of Socrates by Plato
- Rouge Code by Mark Russinovich
- Trojan Horse by Mark Russinovich
- Zero Day by Mark Russinovich
- Dimension Of Miracles by Robert Sheckley
- Command and Control: Nuclear Weapons, the Damascus Accident, and the Illusion of Safety by Eric Schlosser
- Snow Crash by Neil Stephenson
- Influx by Daniel Suarez
- Seeing Ourselves Through Technology: How We Use Selfies, Blogs and Wearable Devices to See and Shape Ourselves by Jill Walker Rettberg
- The Pluto Files: The Rise and Fall of America's Favorite Planet by Neil Degrasse Tyson
- Death by Black Hole: And Other Cosmic Quandaries by Neil Degrasse Tyson
- Conversations With Kurt Vonnegut by Kurt Vonnegut
- Palm Sunday by Kurt Vonnegut
- Pandora's Lunchbox: How Processed Food Took Over the American Meal by Melanie Warner
- A Vindication Of The Rights Of Women by Mary Wollstonecraft
- Come To Our Show: Punk Show Flyers From DC To Down Under
Books Read In 2013
- Imagined Communities by Benedict Anderson
- For Love Of Evil by Piers Anthony
- Amulet by Roberto Bolano
- Bloodfire Quest by Terry Brooks
- The Invention of Morel by Adolfo Bioy Casares
- Homeland by Cory Doctorow
- Pirate Cinema by Cory Doctorow
- Falling Man by Don Delillo
- Middlemarch by George Eliot
- What Lips My Lips Have Kissed: The Loves and Love Poems of Edna St. Vincent Millay by Carolyn Maddux
- 1Q84 by Haruki Murakami
- Blackwater: The Rise of the World's Most Powerful Mercenary Army by Jeremy Scahill
- And So It Goes: Kurt Vonnegut, A Life by Charles Shields
- Freedom by Daniel Suarez
- Kill Decision by Daniel Duarez
- In Defense of Terror: Liberty or Death in The French Revolution by Sophie Wahnich
- The Broom of the System by David Foster Wallace
- A Supposedly Fun Thing I Will Never Do Again by David Foster Wallace
- Conversations With David Foster Wallace
- Enemies: A History of the FBI by Tim Weiner
- Hacking the Academy: New Approaches to Scholarship and Teaching from Digital Humanities Anthology
Books Read In 2012
- Being A Green Mother by Piers Anthony
- The Tent by Margaret Atwood
- New York Trilogy by Paul Auster
- Racing The Beam: The Atari Video Computer System by Ian Bogost and Nick Montfort
- Amulet by Roberto Bolano
- Lady Audley's Secret by Mary Elizabeth Braddon
- The Complete Cosmicomics by Italo Calvino
- The Invention of Morel by Adolfo Bioy Casares
- The Mind of Italo Calvino by Dan Cavallaro
- The Cambridge Companion to Kate Chopin
- Catching Fire by Suzanne Collins
- Mockingjay by Suzanne Collins
- Crossed by Ally Condie
- Noir by Robert Coover
- Down & Out In The Magic Kingdom by Cory Doctorow
- The Great Big Beautiful Tomorrow by Cory Doctorow
- The Last Professors: The Corporate University and the Fate of the Humanities by Frank Donoghue
- Football The First Hundred Years The Untold Story by Adrian Harvey
- My Mother Was A Computer: Digital Subjects & Literary Texts by N. Katherine Hayles
- The Map & The Territory by Michel Houllebecq
- Quests: Design, Theory, and History in Games and Narratives by Jeff Howard
- Hedda Gabler by Henrik Ibsen
- Fifty Shades Darker by E. L. James
- Fifty Shades Freed by E. L. James
- Fifty Shades of Grey by E. L. James
- The Life & Morals of Jesus of Nazareth by Thomas Jefferson
- Carmilla by Sheridan Le Fanu
- Hour of the Star by Clarice Lispector
- The Lost Books of The Odyssey by Zachary Mason
- Reality Is Broken: Why Games Make us Better and How they Can Change the World by Jane McGonigal
- Batman The Dark Knight Returns by Frank Miller
- Batman Year One by Frank Miller
- Those Guys Have All The Fun: Inside The World of ESPN by James Andrew Miller and Tom Shales
- Paradise Lost by John Milton
- Batman-The Killing Joke by Alan Moore
- V For Vendetta by Alan Moore
- The Watchmen by Alan Moore
- Speak Memory by Vladimir Nabakov
- King Lear by William Shakespeare
- Authors In Context: Virginia Woolf by Michael Whitworth
- The Uncoupling by Meg Wolitzer
- The Quran (Sher Ali Holy translation)
- Sir Gawain & The Green Knight
- The Tel Quel Reader
Books Read 2011
- Beowulf & Other English Poems
- The Hitchhiker’s Guide To The Galaxy by Douglas Adams
- Roland Barthes by Graham Allen
- With A Tangled Skein by Piers Anthony
- Collection of Aristophanes’ Plays
- The Windup Girl by Paolo Bacigalupi
- Camera Lucida by Roland Barthes
- Empire of Signs by Roland Barthes
- Incidents by Roland Barthes
- Writing Degree Zero by Roland Barthes
- The Savage Detectives by Roberto Bolano
- Collected Fictions by Jorge Luis Borges
- High Druid of Shannara: Jarka Ruus by Terry Brooks
- High Druid of Shannara: Tanaquil by Terry Brooks
- The Path To The Nest of Spiders by Italo Calvino
- Six Memos For The Next Millennium by Italo Calvino
- Under The Jaguar Sun by Italo Calvino
- The Cambridge Companion To Chaucer
- Spray Paint The Walls: The Story of Black Flag by Stevie Chick
- The Hunger Games by Suzanne Collins
- Matched by Ally Condie
- Context-Further Selected Essays on Productivity, Creativity, Parenting, and Politics in the 21st Century by Cory Doctorow
- Makers by Cory Doctorow
- With A Little Help by Cory Doctorow
- Ten Plays by Euripides
- Discipline & Punish-The Birth of the Prison by Michel Foucault
- H.P Lovecraft: Against The World, Against Life by Michel Houellebecq
- Virgina Woolf’s Mrs. Dalloway: Invisible Presences by Molly Hoff
- The Odyssey by Homer (Butler translation)
- An Enquiry Concerning Human Understanding by David Hume
- Basrayatha: The Story Of A City by Muhammad Khudayyir
- New York Hardcore 1986-1991: A Time We’ll Remember by David Koenig
- Teaching Literature & Language Online (Edited by Ian Lancashire)
- Piers Plowman by William Langland
- The Postmodern Condition: A Report on Knowledge by Jean-Francois Lyotard
- Italo Calvino: A Journey Toward Postmodernism by Constance Markey
- Shakespeare’s Tragic Cosmos by McAlinden
- Utopia by Sir Thomas More
- Plato-Euthyphro
- Imaginative Qualities of Actual Things by Gilbert Sorrentino
- Wikinomics: How Mass Collaboration Changes Everything by Don Tapscott
- Civil Disobedience & Other Essays by Henry David Thoreau
- Look At The Birdie by Kurt Vonnegut
- Mother Night by Kurt Vonnegut
- The Sirens of Titan by Kurt Vonnegut
- The Death of the Moth by Virginia Woolf
Position Paper #8
William P. Wend
Position Paper #8
Dr. Rettberg
4/2/06
Jesper Juul's, in his article Introduction To Game Time, begins by stating that there hasn't been much discussion of theory of time in games. Juul argues that games “engage in a kind of pretense play” (Juul 131). By this Juul means that the player is playing as two different persona: the gamer plays as themselves and as someone in the world the game being played resides in. This is what Juul calls game time. Game time can be described further as “a duality of play timei and event timeii” (131). Play time and event time, Juul continues, have a different relationship in different kinds of games. An action game like Contra takes place in real time. Strategy games, like Axis & Allies, and Simulation games, like Sim City, often speed up time or allow the player to change the speed of time or stop it all together. In Final Fantasy Tactics a battle will continue to happen but wait until the player inputs commands for his soldiers to proceed. While waiting, rain will continue to fall, players will move in place, and time will not pass even though there is still action on the screen.
The player, Juul argues, takes on the duel role he refers to when discussing pretense play. Juul uses the example of Tomb Raider. When playing Tomb Raider, the gamer is hitting X, square, and the other buttons on the Playstation controller but they are also moving Lara Croft across the screen while doing so. This is, according to Juul, a much more direct interaction than how a reader would interact with a text or a viewer would watch a DVD.
Juul continues by discussing how game time can be used to examine the history of a game. Adventures games allow the gamer to explore a world in a “coherent” time (132). An action game like Contra allows the gamer to move from levels, or worlds, that aren't connected to the next level in various ways.
In the next part of Juul's essay he explicates the differences between play time and event time. Play time “denotes the time span taken to play a game” (132). In a game like Tetris, Juul argues, time moves forward in a straight line. Event time can be described as the duel role the game takes on while playing a game. The gamer is “themself” and Lara Croft at the same time. When the gamer hits X on their controller Ms. Croft reacts on the screen in another world taking place at the same time.
Not all games have only play time or event time. Juul notes that Sim City has both play time and event time. When I play Sim City on my Super Nintendo a series of commercial buildings are built instantly. Within minutes businesses move in, leave, and build bigger, more powerful, businesses. While only a minute or two has passed in the gamer's world, in the city created for Sim City weeks or months, depending on the speed of time change the gamer has set, have passed.
Juul describes play and event time's relationship as “mapping” (134). The gamer's input are projected into the world in which the game takes place. When I push A on my Super Nintendo controller a commercial area is placed on the screen. This happens in both the “now” which takes place in my world and the “now” that takes place in the world of my created city. In Sim City, as noted before, I choose how play and event time relate to each other by picking how fast or slow time progresses. I choose how quickly a game maps to event time.
Juul's theories about game time can also be applied to literature as well. When discussing pretense play I have to disagree with Juul about the lack of direct interaction while reading a text. While sitting on your bed reading Harry Potter isn't all that interactive, hypertext fiction and other forms of hypertext are. When reading These Waves Of Girls the reading is directly interacting with the text in front of them. The reader reads a page, but then the story does not progress until they click on another link to move to more of the story. In essence, this is much like the rain continuing to fall in Final Fantasy Tactics. The story is paused until the reader, or gamer, decides what their next move, whether using a spell or clicking a link, is.
Literature can progress at the same elongated speed described from Sim City. If the reader is reading Piers Anthony's For Love Of Evil, which takes place over about 800 years or so, time moves at the whim of the author. However, time can also move quickly if the reader reads the entire book in one sitting, or slowly if over a bunch of sittings. The reader cannot, however, change the actual time within the book.
Mapping also takes place when reading. When reading interactive fiction like Book & Volume the reader types in a command. She inputs “walk north.” Her typing happens in real time alongside the action on the screen, where the user controlled character in the game walks south towards a Starbucks.
Games like Contra, which allow the gamer to move from level to level that are barely or not at all related, don't have a lot to do with anything literary. It could be argued, potentially, that Contra is much like a series of non-related short stories, like Jorge Luis Borges' Labyrinths. Borges' short stories take place in starkly different and vast worlds much like Contra's nine levels are very different. I'm not so sure how good this argument is however. When I played Contra last night it didn't feel, even in the vaguest terms, literary.
i Play time is described by Juul as “the time the player takes to play” (131).
ii Event time is described by Juul as “the time taken in the game world” (131).