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Author Archives: Noah Wardrip-Fruin

Noah Wardrip-Fruin

Noah Wardrip-Fruin is an Associate Professor at UC Santa Cruz and the author of Expressive Processing: Digital Fictions, Computer Games, and Software Studies.

The Prison-House of Data

Today Inside Higher Education is running an editorial of mine. In 2010, the National Science Foundation and National Endowment for the Arts convened a historic workshop — it was their first jointly funded project. This meeting marked the beginning of a new level of national conversation about how computer science and other STEM disciplines can [...]

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Expressive Processing, Now Much Softer!

Yesterday I held a paperback of Expressive Processing in my hand for the first time. (This takes its price down to around $13 at places like Amazon.) I’ve also learned a number of interesting things about the book since it was published — learning more about what others think of it, of course, and also [...]

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Knowing the Past: Game Education Needs Game History

I gave a lecture yesterday with Jesper Juul and Clara Fernandez-Vara called “Knowing the Past: Game Education Needs Game History.” It was part of the Game Education Summit at GDC and Frank Cifaldi wrote a nice discussion of a couple of the key themes for Gamasutra. We put our slides together on Jesper’s computer, so [...]

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What is a Research Game?

A number of people asked me to post my introductory slides from the “What is a Research Game” session at the Game Developers Conference yesterday. Here they are with my presenter notes.

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Humanities-Based Game Design

Prom Week is about to be released and Expressive Processing is about to come out in paperback — a confluence that has me thinking about humanities-based game design, something I’ve been more actively mulling since an NSF workshop on the Future of Research in Computer Games and Virtual Worlds that UCI hosted in 2010. Obviously [...]

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The future of game dialogue

Two new pieces of writing this morning have me thinking about the future of game dialogue. Clint Hocking suggests that our cultural expectations of dialogue need to change — dialogue isn’t bad because it’s written as a way of players coming to understand their impact on the game world. He talks about an “evolution of [...]

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