Those who follow Grand Text Auto are presumably already aware of this, but Ian Bogost has published a new book on persuasive games. So far, I’ve only read the chapters available in PDF, but this looks like an extremely interesting discussion of the ways in which simulations can argue for a position or an idea about how a system works.
Just added a review of Raph Koster’s A Theory of Fun For Game Design to the site, plus some related thoughts about flOw, Super Columbine Massacre, etc., which will no doubt all seem much less topical in a couple of months. Still, there it is.
(Edited to add: Koster’s blog contains a recent thread of discussion about games and art, including links to some other reviews that are a little less IF-centric.)