Introduction
Grethe Mitchell and Andy Clarke
Section I: Overviews
From Appropriation to Approximation
Axel Stockburger
Meltdown
Rebecca Cannon
Videogames as Literary Devices
Jim Andrews
High-Performance Play: The Making of Machinima
Henry Lowood
“Cracking the Maze”: Curator’s Note
Anne-Marie Schleiner
Section II: Artists on Art
Two Interviews with Brody Condon
Andy Clark
In Conversation Fall 2003 and Spring 2012: Interviews with Joesph Delappe
Jon Winet
Figures in a Landscape: In Conversation with Gibson/Martelli (igloo)
Grethe Mitchell
The Idea of Doing Nothing: An Interview with Tobias Bernstrup
Francis Hunger
Staying in to Play: The Works of John Paul Bichard
John Paul Bichard
An Interview with Eddo Stern
Andy Clarke and Grethe Mitchell
The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus)
Jane Pinckard
The Evolution of a GBA Artist (2004)
Paul Catanese
From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991-2005
Suzanne Treister
Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?)
M.A. Greenstein
Perspective Engines: An Interview with JODI
Francis Hunger
How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper)
Melanie Swalwell
Medieval Unreality: Initiating an Artistic Discourse on Albania’s Blood Feud by Editing a First-Person Shooter Game
Nina Czegledy and Maia Engeli
Section III: Games and Other Art Forms
Should Videogames be Viewed as Art?
Brett Martin
Some Notes on Aesthetics in Japanese Videogames
William Huber
The Computer as a Dollhouse (excerpts)
Tobey Crockett
Networking Power: Videogame Structure from Concept Art
Laurie Taylor
Fan Art as a Function of Agency in Oddworld Fan Culture
Gareth Schott and Andrew Burn
Will Computer Games Ever Be a Legitimate Art Form?
Ernest W. Adams
Notes on Contributors and Artists