Speculation : Financial Games and Derivative Worlding in a Transmedia Era Author(s): N. Katherine Hayles, Patrick Jagoda, and Patrick LeMieux Source: Critical Inquiry, Vol. 40, No. 3, Comics & Media, edited by Hillary Chute and Patrick Jagoda (Spring 2014), pp. 220-236 Published by: The University of Chicago Press Stable URL: http://www.jstor.org/stable/10.1086/677374 . Accessed: 11/04/2015 17:40 Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at . http://www.jstor.org/page/info/about/policies/terms.jsp . JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact
[email protected]. The University of Chicago Press is collaborating with JSTOR to digitize, preserve and extend access to Critical Inquiry. http://www.jstor.org This content downloaded from 169.231.142.58 on Sat, 11 Apr 2015 17:40:49 PM All use subject to JSTOR Terms and Conditions Speculation: Financial Games and Derivative Worlding in a Transmedia Era N. Katherine Hayles, Patrick Jagoda, and Patrick LeMieux Fqp’v vgnn og aqw’xg hqtiqvvgp jqy vq rnca. —NEX1 1. Alternate Realities: Playing within the which stresses different features of the broader category. Transmedia Present These designations include pervasive games, immersive games, transmedia games, search operas, unfiction, and While games have a long social history, computer and chaotic fiction.3 The most popular examples—includ- video games have only recently developed into a signifi- ing The Beast (2001), I Love Bees (2004), and Year Zero cant cultural form.