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 firstname.lastname@example.org.
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, April 22 2014
Is the role of the video game critic to protect us from that which we may find offensive?
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."
Wednesday, July 23 2014
Neil Gaiman wrote a video game.
Monday, June 16 2014
Richard & Alice spins out its morose themes with skill in a fittingly moody atmosphere. The drawback is the slow pace of the puzzles.
Sunday, June 8 2014
Horror is evoked in games by making the player feel helpless, and who is more helpless than a toddler?
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, July 21 2014
This week our podcasters continue to traverse the surreal highways and byways of Kentucky Route Zero, as we focus in on its third act.
Wednesday, July 9 2014
In A Dark Room, the player begins with a sense only of the immediacy of the self and its own needs, before becoming aware of a small corner of the world around that self, before then becoming aware of how that corner fits into a larger and larger universe.
Monday, July 7 2014
This week our podcasters sail the Caribbean with Assassin's Creed IV: Black Flag.
Wednesday, July 2 2014
A Dark Room withholds the one piece of information that is traditionally the very first thing established in the rulebook of games: the object of the game.
Wednesday, June 25 2014
Does Watch Dogs suggest that the only unscrupulous act in the information age is an act of embodied violence?