Introduction by Dario Compagno and Patrick Coppock

section one : Playing Games: from Cooperation to Interaction

Gabriele Ferri - Interpretive Cooperation and Procedurality. A Dialogue between Semiotics and Procedural Criticism

Otto Lehto - The Collapse and Reconstitution of the Cinematic Narrative: Interactivity vs Immersion in Game Worlds

section two : Which Role for Narrativity in Computer Games?

Jack Post - Bridging the Narratology - Ludology Divide. The Tetris Case

Alessandro Catania - Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives

section three : Revisiting Enunciation: Embodied Players

Agata Meneghelli - Simulacral and Embodied Enunciation in Computer Games

Adriano D’Aloia - Adamant Bodies. The Avatar-Body and the Problem of Autoempathy

section four : Temporal and Spatial Features of Virtual Environments

Mario Gerosa, Jennifer Grace-Dawson - Chronology and Historicization in Virtual Worlds and Video Games

Joaquìn Siabra-Fraile - Manic Miner under the Shadow of the Colossus: A Semiotic Analysis of the Spatial Dimension in Platform Video Games

Alex Wade - Spatial Typologies of Games

section five : Authorship and Game Creation

Marco Benôit Carbone - The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games

Filippo Zanoli - Logos Language in Richard Garriot’s Tabula Rasa: an Analysis of Symbols, Semantics and Textual Implications