Feature

How do you explain the phenomenon of watching videogames?

For all our think pieces about interactive media, social media, and virtual reality, we are all still very much living in a culture of spectation. Big budget movies, music videos, episodic television, and professional sports: these are still the main sites of cultural cohesion for most people in the United States and in large parts of the world. And, it could be argued, that post-digital social-cultural practices are just spectation on a higher level. Perhaps Facebook and Twitter are just spectator-ready versions of other people’s lives. And, it seems that gaming—that most elementally interactive of activities—is becoming more and more…

Feature

Twinescapes, or The Rise of Spatial Hypertext

At least 100 pages of four novels. At least 20 pages of maybe half a dozen others. Not one book finished, not even in rough draft. These are the vital statistics of my long war with fiction. For most of my life now it’s been my fondest wish to write and to publish a novel. Sometimes I’ve wanted to author a book of the Great-American-sort, other times my ambitions have been more humble, or more genre-bound. Sometimes my drafts have been muddy slogs through self doubt, other times they came as if poured from a vase by a woman in…

Article

Playing Paris like a game

I have never been to Paris. In my provincial life I’ve never even left the United States. Despite or, perhaps, due to my localism, I was beguiled by the vision of the city given by Luc Sante in his 2015 book The Other Paris. Sante provides an underground history of the city, of its crime and prostitution, its low-wage work and lowbrow entertainments, its intoxications and insurrections. As fluent as he is with tales of murderous gangsters and wayward streetwalkers, what really comes across in The Other Paris is Sante’s deep mourning for the lost topography of the city. The…