G. Christopher Williams is an Associate Professor of English at the University of Wisconsin-Stevens Point. He posts his weekly contribution to the Moving Pixels blog at PopMatters every Wednesday. Besides also serving as Multimedia Editor at PopMatters and writing at his own blog, 8-bit confessional, he has also published essays in journals like Film Criticism, PostScript, and the Popular Culture Review. You won’t find him on Twitter, but you can drop him a line with that old fashioned thing called e-mail at email@example.com.
Monday, December 15 2008
What might be remembered of the life of a woman who was long ago replaced by her own representation?
Wednesday, June 4 2008
Author Patrick Rothfuss talks to PopMatters about the pivotal role of language in magic, the structure of storytelling, and the role of fantasy in contemporary fiction.
Wednesday, April 23 2008
With the rise of the metrosexual and the fall of the patriarchal society, some men, lost in a gray zone, compensate by joining Gold’s Gym, screaming at Packers games, and driving big-ass Hummers
Wednesday, September 19 2007
Unlike more passive forms of art that largely require the participation of viewers as interpreters and observers of their subject matter, video games raise thorny questions about "viewing" content, since the action of a player is more directly participatory for the audience.
Thursday, March 29 2007
The controversial French philosopher's legacy has been tarnished by reductionist readings of his work, generated precisely by the tendencies of the mass media he sought to illuminate.
Tuesday, February 18 2014
Free-to-play game developers are playing a game of their own. The object of that game is to gain ownership of your time.
Monday, January 6 2014
The Room understands that we are gamers, geeks who like to look at a thing, take it apart, and figure out how it works. We aren't mere computers.
Tuesday, October 15 2013
If Grand Theft Auto has nothing to say, as the participants of Slate's recent Culture Gabfest purport, then they must be playing with the sound turned down.
Thursday, August 22 2013
"I expected a monster to greet me at the dias; a foe of unimaginable strength. But when I entered the castle and saw my father -- the king -- sitting atop the dias with goblet in hand, I knew all was lost. He would never die... and I would never be heir."
Thursday, June 20 2013
In the game world, we can't feel the pain of taking a bullet or check our wallet to see what's in it. There just isn't a button for that.
Wednesday, April 2 2014
Year Walk ritualizes the acts of exploration, gathering data, and solving puzzles because it recognizes that within those acts lie the ability to lay bare meaning and significance.
Wednesday, February 5 2014
Out of this seeming fear of offending anyone by giving such characters any flaws or character quirks comes a couple of boring characters that actually tend through their plainness to lean on familiar stereotypes rather than on any actually human or actually relatable characteristics.
Monday, January 13 2014
If you understand why RAM is kind of a reasonable metaphor for the fleeting nature of existence, this is a game that is built for you, both poet and tech geek that you might be.
Thursday, August 22 2013
I have never worried so much about where light switches are in a video game as I have in Gone Home, dreading what might be lurking in dark corners because the setting, the gameplay, and the tone of the game's mystery suggested to me that I should.
Tuesday, August 20 2013
Saints Row has always been known as a Grand Theft Auto. But now it wants to be the clone of pretty much everything, ever.
Wednesday, April 16 2014
The Blind Swordsman at first might seem like madness, a video game without an essential component of the video game, the video part.
Monday, April 14 2014
This week we play a few hands of Blizzard's collectible card game, Hearthstone, while considering its place in the free-to-play gaming landscape.
Wednesday, April 9 2014
Hearthstone concerns itself with the seemingly small, innocuous, and trivial elements of playing a game in a non-digital medium, and I admire the game for recognizing that these may not be details that are completely innocuous or unimportant in terms of why we take pleasure in the act of play.
Monday, March 31 2014
On this episode of the Moving Pixels Podcast, we explore just how bad we can make the Big Bad Wolf in The Wolf Among Us.
Wednesday, March 19 2014
Games seem like the medium that might best challenge the authority of the author, given as they are to allowing the player to manipulate their “texts", to build within their systems, and potentially to break, rearrange, or reorder them in some personally satisfying way. Games seem like that.