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	<title>Language as Gameplay</title>
	<link>http://titania.stockton.edu/languageasgameplaytalk</link>
	<description>Just another Titania weblog</description>
	<lastBuildDate>Tue, 22 Jan 2008 21:45:28 +0000</lastBuildDate>
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		<title>Fashionable Noise: Learning the Algorithm</title>
		<description>After trying to apply this typology to the game Dark Castle, Aarseth concludess that “Andersen’s typology of computer-based signs is both too elastic and too arbitrary to be really useful.” Furthermore, he decides that one cannot determine a computer semiology based entirely on what has been represented on the screen ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/fashionable-noise-learning-the-algorithm/</link>
			</item>
	<item>
		<title>Fashionable Noise: Beyond Scholasticism</title>
		<description>Pierre Bourdieu makes an impassioned critique of scholasticism – which he nonetheless acknowledges as the bearer of “unique fruits” – in his recent book Pascalian Meditations, in which he takes skepticism to its philosophical limit: a critique of the entire industry of “objectivity.” He takes particular aim at the institution ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/fashionable-noise-beyond-scholasticism/</link>
			</item>
	<item>
		<title>Fashionable Noise: Reading as Parsing</title>
		<description>Because CPs has no creation narrative – programs essentially have written their works even before you compile them (unless they are playing on live texts, such as the internet) – it is up to the digital poet to animate this “attractor” by simulating the sensation of the poem’s having been ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/fashionable-noise-reading-as-parsing/</link>
			</item>
	<item>
		<title>Fashionable Noise: The Pornographic Imagination</title>
		<description>A last remark by Sontag is suggestive of the aesthetic, even spiritual, power that CPs possess, when she writes that pornography points
to something more general than even sexual damage. I mean the traumatic failure of modern capitalist society to provide authentic outlets for the perennial human flair for high-temperature visionary ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/fashionable-noise-the-pornographic-imagination/</link>
			</item>
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		<title>Fashionable Noise: The Banality of the Demon</title>
		<description>Because the demon instinctually creates works of pure noise (even the most artistic demon can do this with the switch of a few variables), it occupies the extreme pole of the “asocial.”  That is, were the aesthetic products of the demon taken as human production, they would most likely ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/fashionable-noise-the-banality-of-the-demon/</link>
			</item>
	<item>
		<title>Five Holy Grails of Electronic Literature</title>
		<description>

	To write a piece that can be read several different ways – none predetermined by the “author” – which will provide distinctive reading experiences each time. To emply "algorithm" as the agent of writing, the holiest of holies being with a database that is not generated as a willed piece ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/five-holy-grails-of-electronic-literature/</link>
			</item>
	<item>
		<title>What is a Game?</title>
		<description>French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men), defined a game as an activity that must have the following characteristics:

	fun: the activity is chosen for its light-hearted character
	separate: it is circumscribed in time and place
	uncertain: the outcome of the activity is unforeseeable
	non-productive
	governed by ...</description>
		<link>http://titania.stockton.edu/languageasgameplaytalk/2008/01/22/what-is-a-game/</link>
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