Noah Wardrip–fruin
Biographic Data
| ID | 4527154 |
|---|---|
| NAME | Noah Wardrip–fruin |
| GIVEN NAMES | Noah |
| FAMILY NAME | Wardrip–fruin |
| SIGNATURE | FRUIN N W |
| AFFILIATIONS | Brown University |
| ORCID | 0000-0003-1964-7624 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1996 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism
This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo-centric, as in, de-emphasizing the importance of mechanical interactions. We argue that contemporary game design language has largely been ludo-centr…
From the Presupposition of Doom to the Manifestation of Code: Using Emulated Citation in the Study of Games and Cultural Software
For the field of game history to mature, and for game studies more broadly to function in a scholarly manner in the coming decades, one necessity will be improvement of game citation practices. Current practices have some obvious problems, such as a lack of standardization even within the same journal or book series. But a more pressing problem is disguised by the field’s youth: Common citation practices depend on the play experiences and cultura…
How Pac-Man Eats
How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making gam…
Beyond Shooting and Eating: Passage, Dys4ia, and the Meanings of Collision
Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing
This chapter considers one of the most famous works of digital literature: James Meehan's Tale-Spin. It argues that Tale-Spin is not just widely discussed – it is also widely misunderstood. This is demonstrated in several stages, beginning and ending with readings of Tale-Spin(and its companion text generator, Mumble) that employ the implicit audience model. Between these readings, the chapter, first, attempts to apply Aarseth's traversal functio…
Screen
April 01 2006 Screen Noah Wardrip-Fruin Noah Wardrip-Fruin Literary Arts, 1923, Brown University, Providence, RI 02912, U.S.A. [email protected] Search for other works by this author on: This Site Google Scholar Author and Article Information Noah Wardrip-Fruin Literary Arts, 1923, Brown University, Providence, RI 02912, U.S.A. [email protected] Received: January 12 2005 Online Issn: 1530-9282 Print Issn: 0024-094X © 2006 Massachusetts Institute of Techn…
The New Media Reader
This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when di…
Net Works
Hypermedia, Eternal Life, and the Impermanence Agent
We look to media as memory, and a place to memorialize, when we have lost. Hypermedia pioneers such as Ted Nelson and Vannevar Bush envisioned the ultimate media within the ultimate archive-with each element in continual flux, and with constant new addition. Dynamism without loss. Instead we have the Web, where "Not Found" is a daily message. Projects such as the Internet Archive and Afterlife dream of fixing this uncomfortable impermanence. Mark…
Writing Networks: New Media, Potential Literature
THE PROCESS OF WRITING FOR NEW MEDIA IS EXPLORED THROUGH discussion of the author’s work of electronic text for the World Wide Web (The Book of Endings) , the work of members of the OuLiPo (particularly Georges Perec, Raymond Queneau, and Italo Calvino), and two new technologies developed by the New York University Media Research Laboratory (Pad and Improv). Issues of structure, constraint, and the relationship of author, text, and reader are giv…
Beyond Shooting and Eating: Passage, Dys4ia, and the Meanings of Collision
Hypermedia, Eternal Life, and the Impermanence Agent
We look to media as memory, and a place to memorialize, when we have lost. Hypermedia pioneers such as Ted Nelson and Vannevar Bush envisioned the ultimate media within the ultimate archive-with each element in continual flux, and with constant new addition. Dynamism without loss. Instead we have the Web, where "Not Found" is a daily message. Projects such as the Internet Archive and Afterlife dream of fixing this uncomfortable impermanence. Mark…
Writing Networks: New Media, Potential Literature
THE PROCESS OF WRITING FOR NEW MEDIA IS EXPLORED THROUGH discussion of the author’s work of electronic text for the World Wide Web (The Book of Endings) , the work of members of the OuLiPo (particularly Georges Perec, Raymond Queneau, and Italo Calvino), and two new technologies developed by the New York University Media Research Laboratory (Pad and Improv). Issues of structure, constraint, and the relationship of author, text, and reader are giv…
Writing Networks: New Media, Potential Literature
THE PROCESS OF WRITING FOR NEW MEDIA IS EXPLORED THROUGH discussion of the author’s work of electronic text for the World Wide Web (The Book of Endings) , the work of members of the OuLiPo (particularly Georges Perec, Raymond Queneau, and Italo Calvino), and two new technologies developed by the New York University Media Research Laboratory (Pad and Improv). Issues of structure, constraint, and the relationship of author, text, and reader are giv…
Net Works
Hypermedia, Eternal Life, and the Impermanence Agent
We look to media as memory, and a place to memorialize, when we have lost. Hypermedia pioneers such as Ted Nelson and Vannevar Bush envisioned the ultimate media within the ultimate archive-with each element in continual flux, and with constant new addition. Dynamism without loss. Instead we have the Web, where "Not Found" is a daily message. Projects such as the Internet Archive and Afterlife dream of fixing this uncomfortable impermanence. Mark…
The New Media Reader
This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when di…
Screen
April 01 2006 Screen Noah Wardrip-Fruin Noah Wardrip-Fruin Literary Arts, 1923, Brown University, Providence, RI 02912, U.S.A. [email protected] Search for other works by this author on: This Site Google Scholar Author and Article Information Noah Wardrip-Fruin Literary Arts, 1923, Brown University, Providence, RI 02912, U.S.A. [email protected] Received: January 12 2005 Online Issn: 1530-9282 Print Issn: 0024-094X © 2006 Massachusetts Institute of Techn…
Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing
This chapter considers one of the most famous works of digital literature: James Meehan's Tale-Spin. It argues that Tale-Spin is not just widely discussed – it is also widely misunderstood. This is demonstrated in several stages, beginning and ending with readings of Tale-Spin(and its companion text generator, Mumble) that employ the implicit audience model. Between these readings, the chapter, first, attempts to apply Aarseth's traversal functio…
Beyond Shooting and Eating: Passage, Dys4ia, and the Meanings of Collision
How Pac-Man Eats
How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making gam…
From the Presupposition of Doom to the Manifestation of Code: Using Emulated Citation in the Study of Games and Cultural Software
For the field of game history to mature, and for game studies more broadly to function in a scholarly manner in the coming decades, one necessity will be improvement of game citation practices. Current practices have some obvious problems, such as a lack of standardization even within the same journal or book series. But a more pressing problem is disguised by the field’s youth: Common citation practices depend on the play experiences and cultura…
More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism
This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo-centric, as in, de-emphasizing the importance of mechanical interactions. We argue that contemporary game design language has largely been ludo-centr…
Computer Science (10 works) · Digital Games and Media (6 works) · World Wide Web (5 works) · Art (4 works) · Philosophy (4 works) · History (3 works) · Multimedia (3 works) · Sociology (3 works) · Art history (2 works) · Artificial Intelligence (2 works)