Abstract

This article is excerpted, with the permission of the editors and the publishers, from an edited book published by Peter Lang Publishing in conjunction with Eyebeam ( www.eyebeam.org ), a not-for-profit new media arts organization in New York City. It reproduces one of the book's four organizing ‘modules’ – Games as Exchange – which focuses on new kinds of social interaction made possible by digital gaming. The book grew out of an ideas exchange among participants involved in an online forum and live symposium discussing and debating game design and culture. The module reproduced in this article involves 15 of the 50 core contributors to the book as a whole, whose ideas were coordinated thematically and edited by Amy Scholder and Eric Zimmerman. The module is prefaced by Eric Zimmerman's Introduction to the book as a whole.

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