Readings

Readings are also listed by session.

Required Readings

Bleecker, Julian. "A Manifesto for Networked Objects - Cohabiting with Pigeons, Arphids and Aibos in the Internet of Things." nearfuturelaboratory.com.

Borges, Jorge Luis. "The Garden of Forking Paths." Hypertext.

Buy at Amazon ———. "The Garden of Forking Paths." Collected Fictions. Translated by Andrew Hurley. New York, NY: Penguin, 1999. ISBN: 9780140286809.

Bush, Vannevar. "As We May Think." Atlantic Monthly, July 1945.

Buy at Amazon Chaplin, Heather, and Aaron Ruby. "Will Wright and the Model of Everything." Smartbomb. Chapel Hill, NC: Algonquin, 2005. ISBN: 9781565123465.

Buy at Amazon Dibbell, Julian. "A Rape in Cyberspace." My Tiny Life: Crime and Passion in a Virtual World. New York, NY: Henry Holt & Company, 1999. ISBN: 9780805036268.

Gilliam, Terry. Twelve Monkeys. 1995.

Marker, Chris. La Jetée. 1962.

McGonigal, Jane. "Experimental Gameplay: I Love Bees." Lecture Notes. March 2005. (PDF - 1.6 MB)

———. "Alternate Reality Gaming: Experimental Social Structures for MMOs." Lecture Notes. October 2005. (PDF - 2.9 MB)

Buy at Amazon Mindell, David A. Between Human and Machine. Baltimore, MD: Johns Hopkins University Press, 2004. ISBN: 9780801880575.

Momus. "I Dance, Therefore I Am." Wired News.

Buy at Amazon Morville, Peter. Ambient Findability. Cambridge, MA: O'Reilly, 2005. ISBN: 9780596007652.
See Chapter 1 at the O'Reilly Web site. (PDF)

Buy at Amazon Murray, Janet H. Hamlet on the Holodeck. Cambridge, MA: The MIT Press, 1998. ISBN: 9780262631877.
See the book's Web site.

Buy at Amazon Nelson, Theodor H. Literary Machines. Sausalito, CA: Mindful Press, 1982. ISBN: 9780893470524.

Buy at Amazon Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press, 2003. ISBN: 9780262240451.

Buy at Amazon Sterling, Bruce. Shaping Things. Cambridge, MA: The MIT Press, 2005. ISBN: 9780262693264.

Turing, A. M. "Computing Machinery and Intelligence." Mind 49 (1950): 433-460.

Turkle, Sherry. "Virtuality and Its Discontents: Searching for Community in Cyberspace." The American Prospect 7, no. 24 (1996).

Wright, Will. "Sims, BattleBots, Cellular Automata God and Go: A Conversation with Will Wright." By Celia Pearce. Game Studies (July 2002).

Readings by Session

LEC # TOPICS READINGS
1 Introduction Lecture: Pulp Fictions  
2 Borges, Wright and Pearce, Janet Murray: Three Important Thinkers/Authors on the Structure of Non-Linear Narrative

Borges. "The Garden of Forking Paths."

Borges. "The Garden of Forking Paths." Hypertext.

Will Wright and Celia Pearce Interview.

Murray. Hamlet on the Holodeck. Chapter 2.

3 President's Day: No Class  
4 Metamedia

Will Wright and Celia Pearce Interview.

Murray. Hamlet on the Holodeck. Chapter 2.

Bush. "As We May Think."

Nelson. Literary Machines.

5 Games People Play

Turkle, Virtuality and Its Discontents: Searching for Community in Cyberspace.

Dibbell. "A Rape in Cyberspace."

Chaplin and Ruby. "Will Wright and the Model of Everything."

Momus. "I Dance, Therefore I Am."

6 Final Cut Lab Session  
7 Cybernetics and Feedback Turing. "Computing Machinery and Intelligence."
8 Mobile Media  
9 Patriot's Day: No Class  
10 Rules of Play / ARG

Salen and Zimmerman. Rules of Play. Chapters 5, 6, and 7.

McGonigal. "Alternate Reality Gaming."

———. "Experimental Gameplay."

11 Ubiquitous Computing

Mindell. Between Human and Machine. Introduction and chapter 4.

Morville. Ambient Findability. Chapters 1, 2, and 7.

Sterling. Shaping Things. Chapters 5, 6, 11, and 12.

Bleecker. "A Manifesto for Networked Objects."

12 ICA Living in Motion: Design and Architecture for Flexible Dwelling

Salen and Zimmerman. Rules of Play. Chapters 5, 6, and 7.

Gladwell. "Tilly and Focus Groups."

13 Final Project Presentations  
14 Final Project Presentations