Expressive Processing: Digital Fictions, Computer Games, and Software Studies (PagePerfect NOOK Book) [NOOK Book]

Overview

What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough--or should we look further? In <I> Expressive Processing</I>, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist <I>Eliza</I> to the ...
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Expressive Processing: Digital Fictions, Computer Games, and Software Studies (PagePerfect NOOK Book)

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Overview

What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough--or should we look further? In <I> Expressive Processing</I>, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist <I>Eliza</I> to the complex city-planning game <I>SimCity</I>. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.
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What People Are Saying

Chris Crawford

"At last, an analysis by somebody who truly 'gets it!' We have seen plenty of first-generation books on interactive entertainment, in which an author with expertise in another field presents a bystander's perceptions on the subject.
But this is a second-generation book, written by an author whose background is entirely within the field. Wardrip-Fruin was brought up on computer games and educated in the thoughts of the first generation thinkers. Now he has integrated them into a new perspective that builds on those ideas at higher levels of abstraction. Looking back at my own ideas from Noah's new vantage point was an educational experience for me."--Chris Crawford, former head of Atari's Games Research Group, and co-founder of Storytron

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Product Details

  • ISBN-13: 9780262302685
  • Publisher: MIT Press
  • Publication date: 2/10/2012
  • Series: Software Studies
  • Sold by: Barnes & Noble
  • Format: eBook
  • Pages: 504
  • File size: 4 MB

Meet the Author

Noah Wardrip-Fruin is Associate Professor in the Department of Computer Science at the University of California, Santa Cruz. He is the coeditor of four collections published by the MIT Press: with Nick Montfort, The New Media Reader (2003); with Pat Harrigan, First Person: New Media as Story, Performance, and Game (2004), Second Person: Role-Playing and Story in Games and Playable Media (2007), and Third Person: Authoring and Exploring Vast Narratives (2009).

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Table of Contents

1 Introduction 1

2 The Eliza effect 23

3 Computer game fictions 41

4 Making models 81

5 The Tale-Spin effect 115

6 Character and author intelligence 169

7 Authoring systems 231

8 The SimCity effect 299

9 Playable language and nonsimulative processes 353

10 Conclusion 411

Afterword 427

References 443

Index 455

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