The word “Interactive” is a much abused and rarely defined buzzword. Espen Aarseth notes this in his 1996 book Cybertext where he observes how the word “Interactive” is more of a marketing term with little academic depth, a slogan that brings to mind “computer screens, user freedom, and personalized media, while denoting nothing”.1 More recently, Miguel Sicart in Against Procedurality has criticised a trend within game studies to unduly fetishize the digital and structural aspect of games. 2 Nowhere are these trends more apparent than in the recently published conference proceedings of the 8th International Conference on Interactive Digital Storytelling. The term “Interactive Digital Storytelling” is supposed to tie the papers together, but does so with little definitional cohesiveness: signifying branching paths, collaborative fiction, digital spaces, authoring tools and simulation games all at once. This reflects a worrying trend in game studies, a trend which fetishizes the digital while neglecting to explore the theoretical implications of the games that are actually being discussed. Continue Reading →