Introduction - Grethe Mitchell and Andy Clarke
Section I: Overviews
From Appropriation to Approximation - Axel Stockburger
Meltdown - Rebecca Cannon
Videogames as Literary Devices - Jim Andrews
High-Performance Play: The Making of Machinima - Henry Lowood
Cracking the Maze: Curator's Note - Anne-Marie Schleiner
Section II: Artists on Art
Two Interviews with Brody Condon - Andy Clarke
In Conversation Fall 2003 and Spring 2012: Interviews with Joseph Delappe - Jon Winet
Figures in a Landscape: In Conversation with Gibson/Martelli (igloo) - Grethe Mitchell
The Idea of Doing Nothing: An Interview with Tobias Bernstrup - Francis Hunger
Staying in to Play: The Works of John Paul Bichard - John Paul Bichard
An Interview with Eddo Stern - Andy Clarke and Grethe Mitchell
The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus) - Jane Pinckard
The Evolution of a GBA Artist (2004) - Paul Catanese
From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991-2005 - Suzanne Treister
Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?) - M.A. Greenstein
Perspective Engines: An Interview with JODI - Francis Hunger
How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper) - Melanie Swalwell
Medieval Unreality: Initiating an Artistic Discourse on Albania's Blood Feud by Editing a First-Person Shooter Game - Nina Czegledy and Maia Engeli
Section III: Games and other Art Forms
Should Videogames Be Viewed as Art? - Brett Martin
Some Notes on Aesthetics in Japanese Videogames - William Huber
The Computer as a Dollhouse (excerpts) - Tobey Crockett
Networking Power: Videogame Structure from Concept Art - Laurie Taylor
Fan Art as a Function of Agency in Oddworld Fan Culture - Gareth Schott and Andrew Burn
Will Computer Games Ever Be a Legitimate Art Form? - Ernest W. Adams Notes on Contributors and Artists