Gordon Calleja (2011), In Game: From Immersion to Incorporation Cambridge, Mass.: MIT Press, 113-133
Post-game and pre-game experiences were not something I had previously thought about as being part of a game. Calleja points out that they are actually directly related and very important at times. This also combines with their explanation of non-direct ergodicity in games. It made me think about how a players attention and focus can be kept even after a game ends, which is something I do regularly but never thought about being directly related to or informed by the game which I suppose should be obvious.
I enjoyed the critical comparison between Calleja’s Player Involvement Model and The Magic Circle. I feel his more recent research allows for more freedom compared to The Magic Circle and how rigid the latter seems to be.
Neil CM Brown, Timothy S Barker, and Dennis Del Favero (2011), “Performing Digital Aethetics: The Framework for a Theory of the Formation of Interactive Narratives,” Leonardo 44, no. 3.
I found this paper quite interesting to read. The different narrative types; Polychronic, Co-Evolutionary and Transcriptive narrative, were explained separately but were also talked about how they are able to cross into one and other by having aspects that could be understood as one and other.
Also interesting was the Co-Evolutionary narrative type. It is interesting to see how since the writing of this paper, some games have implemented a narrative in a style of using AI to permanently influence the ongoing narrative in games such as Fallout 4, or using it to alter the narrative briefly before going back to the pre-written narrative.