Screen

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Screen is an alternative literary game created in the "Cave," a room-sized virtual reality display. It begins with reading and listening. Texts, presenting moments of memory as a virtual experience, appear on the Cave's walls, surrounding the reader. Then words begin to come loose. The reader finds she can knock them back with her hand, and the experience becomes a kind of play - as well-known game mechanics are given new form through bodily interaction with text. At the same time, the language of the text, together with the uncanny experience of touching words, creates an experience that does not settle easily into the usual ways of thinking about gameplay or VR. Words peel faster and faster; struck words don't always return to where they came from; and words with nowhere to go can break apart. Eventually, when too many are off the wall, the rest peel loose, swirl around the reader, and collapse. Playing "better" and faster keeps this at bay, but longer play sessions also work the memory text into greater disorder through misplacements and neologisms. (Source: authors' description.)

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Title Author Year
Arte Digital: Pixel, Algoritmo, Código, Programação e Dados Álvaro Seiça 2011
Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres 2010
Born Digital: Writing Poetry in the Age of New Media Maria Engberg 2007
Cavewriting Scott Rettberg, Jill Walker Rettberg, Noah Wardrip-Fruin, Robert Coover, Josh Carroll 2004
Collaborations in E-lit Stephanie Strickland, Nick Montfort 2011
Comedies of Separation: Toward a Theory of the Ludic Book Brian Kim Stefans 2011
Digital Art and Meaning: Reading Kinetic Poetry, Text Machines, Mapping Art, and Interactive Installations Roberto Simanowski 2011
Digital Literature: Theoretical and Aesthetic Reflections Luciana Gattass 2011
Digital Word in a Palm: Digital Poetry between Reading and immersive Bodily Experience Janez Strehovec 2007
Distributed Matters: Production of Presence and the Augmented Textuality of VR Luciana Gattass 2012
Electronic literature or digital art? And where are all the challenging hypertextual novels? Gitte Mose 2009
From Instrumental Texts to Textual Instruments Noah Wardrip-Fruin 2003
I Love E-Poetry Leonardo L. Flores 2011
Immanence, Inc.: Algorithm, Flow, and the Displacement of the Real Brian Kim Stefans 2018
Language as Gameplay: toward a vocabulary for describing works of electronic literature Brian Kim Stefans 2012
Letters That Matter: Electronic Literature Collection Vol 1 John David Zuern 2007
Of Presence and Electronic Literature Luciana Gattass 2018
Playable Media and Textual Instruments Noah Wardrip-Fruin 2005
Posthyperfiction: Practices in Digital Textuality Scott Rettberg 2015
Productions of Presence: Sensing Electronic Literature Luciana Gattass 2012
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Scott Rettberg