Denis Jerz writes of IF, “Interactive fiction requires the text-analysis skills of a literary scholar and the relentless puzzle-solving drive of a computer hacker. People tend to love it or hate it. Those who hate it sometimes say it makes them think too much”
I like IF. I’m crap at solving puzzles, but I like it all the same.
For the bibliophiles amongst us, some bibliography from the academic literature on Interactive Fiction – you’ll note that most of the academic interest in IF waxed and waned in the late 80s, early 90s. But, there has been a resurgence in interest lately, mostly due to the literary qualities of IF. If that’s the sort of thing that interests you, check out:
Douglass, J. (2007). Command Lines: Aesthetics and Technique in Interactive Fiction and New Media. Dissertation, U. California Santa Barbara. link
as well as the complete oeuvre of Nick Montfort, including his ‘Twisty Little Passages‘. Nick also has a ‘harcover‘ of an IF he created, for sale:

An annotated bibliography of academic IF, published in 2002, lives here.
Emily Short’s articles on the art of creating IF may be found here. If you’re at all interested in the possibilities of creating IF, you must start with Short’s work!
Finally, a blog worth following for the literary qualities of IF and other species of computer-mediated writing: Grand Text Auto ‘A group blog about computer narrative, games, poetry, and art’
Right. Here’s the bit o’ bibliography that I’ve scraped up this morning:
Baltra, A. (1990). Language Learning through Computer Adventure Games. Simulation & Gaming, 21(4), 445-452.
Blanchard, J. S., & Mason, G. E. (1985). Using Computers in Content Area Reading Instruction. Journal of Reading, 29(2), 112-117.
Bonnaud-Lamotte, D. (1986). Contemporary Literary Lexicology and Terminology: An Inventory. Computers and the Humanities, 20(3), 209-212.
Brackin, A. L. (2008). Tracking the emergent properties of the collaborative online story “deus city” for testing the standard model of Alternate Reality Game. (1)U Texas At Dallas, US.
Broadley, K. (1986). Past Practices and Possibilities with Computers. Australian Journal of Reading, 9(1), 41-50.
Clement, J. (1994). Fiction interactive et modernité [Interactive fiction and modernity]. Littérature (Paris. 1971), (96), 19-36.
De Souza E Silva, A., & Delacruz, G. C. (2006). Hybrid Reality Games Reframed: Potential Uses in Educational Contexts. Games And Culture, 1(3), 231-251.
Desilets, B. J. (1989). Reading, Thinking, and Interactive Fiction (Instructional Materials). English Journal, 78.
Douglass, J. (2008). Command lines: Aesthetics and technique in interactive fiction and new media. (1)U California, Santa Barbara, US.
Finnegan, R., & Sinatra, R. (1991). Interactive Computer-Assisted Instruction with Adults. Journal of Reading, 35(2), 108-119.
Howell, G., & Douglas, J. Y. (1990). The Evolution of Interactive Fiction. Computer Assisted Language Learning, 2, 93-109.
Lancy, D. F., & Hayes, B. L. (1986). Building an Anthology of “Interactive Fiction.”. Report: ED275991. 15pp. Apr 1986.
Lancy, D. F., & Hayes, B. L. (1988). Interactive Fiction and the Reluctant Reader. English Journal, 77.
Marcus, S. (1985). Computers in Thinking, Writing, and Literature. Report: ED266468. 20pp. Nov 1985.
McVicker, J. (1992). Several Approaches to Computer-Based Reading Study. CAELL Journal, 3(4), 2-11.
Newman, J. M. (1988). Online: Write Your Own Adventure. Language Arts, 65.
Niesz, A. J., & Holland, N. N. (1984). Interactive Fiction. Critical Inquiry Chicago, 11(1), 110-129.
Packard, E. B. (1987). Interactive Fiction for Children: Boon or Bane? School Library Journal, 34.
Pea, R. D., & Kurland, D. M. (1987). Chapter 7: Cognitive Technologies for Writing. Review Of Research In Education, 14(1), 277-326.
Sampson, F. (1987). Interactive Fiction: An Experience of the “Writers in Education” Scheme. Children’s Literature in Education, 18.
Simic, M., & Smith, C. (1990). The Computer as an Aid to Reading Instruction. Learning Package No. 27. Report: ED333393. 50pp. 1990.
Tavinor, G. (2005). Videogames and Interactive Fiction. Philosophy and Literature, 29(1), 24-40.
Thomas, S. (2006). Pervasive learning games: Explorations of hybrid educational gamescapes. Simulation & Gaming, 37(1), 41-55.
[snipping all the ms-office crap that somehow made it into this post the other day without me noticing]
Things you should read: more ****** = you should really *really* read these
*****Jane McGonigal “This Is Not a Game: Immersive Aesthetics & Collective Play.” Digital Arts & Culture 2003 Conference Proceedings. May 2003 http://www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf
***** Jane McGonigal “Why I Love Bees: A Case Study in Collective Intelligence Gaming.” Ecologies of Play. Ed. Katie Salen. Forthcoming, spring 2008. http://avantgame.com/McGonigal_WhyILoveBees_Feb2007.pdf
***** Adam Martin and Tom Chatfield, editors. IGDA Alternate Reality Games – Special Interest Group – Whitepaper 2006 http://www.igda.org/arg/whitepaper or for continuously updated wiki version of the same, http://www.igda.org/wiki/index.php/Alternate_Reality_Games_SIG/Whitepaper
**** Shannon Drake ‘Breaking the Fourth Wall’ The Escapist Magazine June 27 2006 http://www.escapistmagazine.com/articles/view/issues/issue_51/308-Breaking-the-Fourth-Wall
**** Nova ‘Chimaera’ Barlow ‘The making of World Without Oil’ The Escapist Magazine September 18 2007 http://www.escapistmagazine.com/articles/view/issues/issue_115/1959-The-Making-of-World-Without-Oil
**** “History” unfiction.com http://www.unfiction.com/history/
*** Penelope Green “Mystery on Fifth Avenue” New York Times June 12 2008 http://www.nytimes.com/2008/06/12/garden/12puzzle.htm
*** Jane McGonigal”Massively Collaborative Science.” Op-Ed. Seed Magazine. Special Issue: The Universe in 2008. February 2008. http://avantgame.com/SEED%20Gaming%20Article_JanFeb08.pdf
*** Frank Rose “Secret Websites, Coded Messages: The New World of Immersive Games” Wired Magazine http://www.wired.com/entertainment/music/magazine/16-01/ff_args
** Shannon Drake ‘Wrapped Inside A Mystery In An Engima: Perplex City Revisited’ The Escapist Magazine February 14 2007 http://www.escapistmagazine.com/articles/view/editorials/interviews/1232-Wrapped-Inside-A-Mystery-In-An-Engima-Perplex-City-Revisited
** Russ Pitts “Horror 2.0: Lance Weiler’s Cinema ARG” The Escapist Magazine November 12 2007 http://www.escapistmagazine.com/articles/view/issues/issue_123/2621-Horror-2-0-Lance-Weiler-s-Cinema-ARG
** Richard Perrin “Art is Resistance” The Escapist Magazine September 18 2007 http://www.escapistmagazine.com/articles/view/issues/issue_115/1956-Art-is-Resistance
** Jane McGonigal “Making Alternate Reality the New Business Reality.” Op-Ed. Harvard Business Review. Special Issue: Top 20 Breakthrough Ideas for 2008. February 2008. http://www.harvardbusinessonline.org/hbsp/hbr/articles/article.jsp?ml_subscriber=true&ml_action=get-article&ml_issueid=BR0802&articleID=R0802A&pageNumber=1
* Edward Castronova “ARGs and Utopian Dreams” Terra Nova November 21 2005 http://terranova.blogs.com/terra_nova/2005/11/args_and_utopia.html
* Cory Ondrekja “Tombstone Hold’em” Terra Nova October 16 2005 http://terranova.blogs.com/terra_nova/2005/10/tombstone_hold_.html
* Clive Thompson “Fun Way to Lose Weight: Turn Dieting Into an RPG” Wired Magazine August 11 2008 http://www.wired.com/gaming/virtualworlds/commentary/games/2008/08/gamesfrontiers_0811