The Moon Fell on Me is an infrequent, gemlike Web comic by the itinerant Franklin Einspruch, who happened to come to my recent interactive fiction talk at AXIOM. He told me he was trying to do something different with this Web project. Visit his site even briefly and you’ll see that he has done it. No pen was used in the creation of this Web comic. The panels are not organized to lead toward jokes. The lines of images are clearly based on personal experience, but they reach out beyond an individual or subculture. Instead of the occasionally hilarious, forward-a-link, forget-in-moment frames of the typical Web comic – however incisive that comic might be about geeks or life or both – The Moon Fell on Me offers sequential art that is worth looking at again and again, that resonates with its moment and seems worth contemplating beyond it.

Poemland, Chelsey Minnis, Wave Books, 2009
Minnis, confronting poetry, hurls a fruit salad. The pages of the eleven sections of this book have only a few lines each, most ending in ellipses. The images (“getting hit with a folding chair / And being held by your braids…”) accumulate and converse (“I’ll chop your head off! / And I’ll carry it around by the hair…”), commenting on various vague situations and on poetry (“It’s like trying to drink a bottle of champagne in a roadside bathroom…”) You might imagine that it’s boring to hear poets yammer about writing poems and being poets (“If you open your mouth to start to complain I will fill it with whipped cream…”). Not so. Via references to fashion and offbeat interpersonal statements, the lines of Poemland connect the concerns of our poetry subculture (poverty, recognition, originality, connection to the past, authenticity) to culture more broadly. The book is fun to read from line to line, too (“With this book I have made a very expensive joke…”) and is beautifully and aptly designed.

New Media Art, Mark Tribe and Reena Jana, Taschen, 2006
Here’s a nice slice of recent digital art – online, in performance, and installed – expertly introduced. The book is well-illustrated (no surprise from this publisher) and has a welcome emphasis on the computational. Sure, some of the purest pieces of software art (Galloway’s fork bomb, obfuscated code, and the like) aren’t mentioned, but port scanning, packet sniffing, and the glitchy transformation of HTML are all represented. As with all Basic Genre Series books, there’s an introduction followed by page spreads, each on a single work. The format has its pros and cons, but the results, in this case, certainly offer a nice adjunct to Christiane Paul’s similarly introductory book, Digital Art. The engagement of artists with social issues, the critique of technology, video gaming, and free software are particularly evident in New Media Art. And, how great that Super Mario Clouds and the work of Jodi now sit on the shelf beside books on abstract expressionism, Greek art, and the still life.

Miss America, Catherine Wagner, Fence Books, 2001.
If I was President,
NONSTOP LICKY
I’m afraid I can’t think without licky
White man wrote almost every book in that shelf.
Wagner takes an exquisite sledgehammer to language and America in this book. The Magazine Poems (for Nature, Time, Social Text, etc.) and the White Man Poems (the second of which supplies the lines above) are particularly effective projects, often scatologically smeared, with phrases turned until they are permanently damaged or become protolinguistic babble. The voices nevertheless seem spot-on as they speak to intimate as well as cultural matters. The five-line poem for Cosmo ends “Horrif, horrif, she howled – Horrif.” Seems like Mistah Kurtz – he is so dead. “A Poem for Good Housekeeping (after Wittgenstein)” is in a rather different vein, rising into a biting, cool abstraction and living up to the outrageousness of its title. The concluding Fraction Anthems, procedurally pulverized further in notes to each, have fine moments as well.

Cheating: Gaining Advantage in Videogames, Mia Consalvo, The MIT Press, 2007.
Two main methodologies are used in Cheating to understand how and why people cheat at video games. The first is the analysis of how print publications and devices surrounding games (Nintendo Power, strategy guides, the Game Genie, and the like) help to shape our concept of these games, providing the axes along which they can be evaluated and how they should be played. Next, Consalvo interviews gamers and explores an MMO to find out what players consider cheating and what boundaries they draw as they play. What results is some real insight into single-player and multiplayer cheating and into various corporate, industrial, and legal perspectives as well as those of individual players. The book does not work toward a single definition of cheating; rather, it shows how players and game-makers are actively negotiating what’s fair and what isn’t, working to allow the enjoyment of the game, to map or adapt “real-life” ethics into the magic circle, and to build the gaming equivalent of cultural capital.

Children of Arcadia, Mark Skwarek and Joseph Hocking, CAC Gallery, April 24-May 15 2009. Part of the Boston Cyberarts Festival.
In Cambridge’s City Hall Annex, Children of Arcadia provides a wide vista onto a virtual world as well as a station for interacting. A visitor can guide a female character to different parts of the landscape. The pastoral scene, with the ruins of Wall Street buildings scattered about, features weather and other atmospheric effects that are keyed to current financial conditions. Plummeting stock prices seem to manifest themselves in darkness, rain, and billowing columns of smoke. Bullish markets would lead to sun and clear skies. Steering an avatar through this world could be more enjoyable. It seems that the character can’t affect anything or interact with other wanderers. Still, the view of the landscape and the connection to real-time data makes for a powerful, relevant image and works well in the installation context. The economic crisis is found “in arcadia” here, where the helplessness of the steerable characters is at least appropriate.