Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Wardrip-Fruin, N. The MIT Press, Cambridge, MA, July, 2009. 00148
abstract   bibtex   
What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough--or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.
@book{wardrip-fruin_expressive_2009,
	address = {Cambridge, MA},
	title = {Expressive {Processing}: {Digital} {Fictions}, {Computer} {Games}, and {Software} {Studies}},
	isbn = {9780262013437},
	shorttitle = {Expressive {Processing}},
	abstract = {What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough--or should we look further? In  Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.},
	language = {English},
	publisher = {The MIT Press},
	author = {Wardrip-Fruin, Noah},
	month = jul,
	year = {2009},
	note = {00148}
}

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