Introduction - Grethe Mitchell and Andy Clarke
Section 1: 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 2: Artists on Art
An Interview with Brody Condon - Andy Clarke
In Conversation Fall 2003: An Interview with Joseph DeLappe - Jon Winet
The Idea of Doing Nothing: An Interview with Tobias Bernstrup - Francis
Hunger
The Isometric Museum: The SimGallery Online Project: An Interview with
Curators Katherine Isbister and Rainey Straus - Jane Pinckard
The Evolution of a GBA Artist - 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
Independent Game Development: Two Views from Australia - 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 3: 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
Index