Brenda Laurel’s book Computers as Theatre, while principally focused on applying tenets of theatre criticism to the design of human-computer interface design, describes how videogames are the natural result of the "capacity to represent action in which the humans could participate" (Laurel, 1991) of computers.
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Espen Aarseth, in his book Cybertext, disagrees with Murray’s idea and holds, "to claim there is no difference between games and narratives is to ignore essential qualities of both categories" (Aarseth, 1997).
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In her book Play Between Worlds, T. L. Taylor (2006) recounts her experience playing the massively multiplayer online game, Everquest.
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