Screen

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Description (in English): 

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.)

I ♥ E-Poetry entry: 

Critical writing that references this work:

Titlesort ascending Author Year
Why Digital Literature Has Always Been “Beyond the Screen” Andrew Michael Roberts 2010
Where Are We Now?: Orienteering in the Electronic Literature Collection, Volume 2 John David Zuern 2011
Vniverse Stephanie Strickland, Cynthia Lawson Jaramillo 2006
Travels in Cybertextuality. The Challenge of Ergodic Literature and Ludology to Literary Theory Markku Eskelinen 2009
The Literary in Network-Based Writing and Reading Practices Jörgen Schäfer 2011
Shakespeare in Simlish? Responsive Systems and Literary Language Noah Wardrip-Fruin 2012
Reassembling the Literary: Toward a Theoretical Framework for Literary Communication in Computer-Based Media Jörgen Schäfer 2010
Reading Digits – Haptic Reading Processes in the Experience of Digital Literary Works Diogo Marques 2018
Productions of Presence: Sensing Electronic Literature Luciana Gattass 2012
Posthyperfiction: Practices in Digital Textuality Scott Rettberg 2015
Playable Media and Textual Instruments Noah Wardrip-Fruin 2005
Of Presence and Electronic Literature Luciana Gattass 2018
Letters That Matter: Electronic Literature Collection Vol 1 John David Zuern 2007
Language as Gameplay: toward a vocabulary for describing works of electronic literature Brian Kim Stefans 2012
Immanence, Inc.: Algorithm, Flow, and the Displacement of the Real Brian Kim Stefans 2018
I Love E-Poetry Leonardo L. Flores 2011
From Instrumental Texts to Textual Instruments Noah Wardrip-Fruin 2003
Electronic literature or digital art? And where are all the challenging hypertextual novels? Gitte Mose 2009
Electronic Literature Scott Rettberg 2018
Distributed Matters: Production of Presence and the Augmented Textuality of VR Luciana Gattass 2012
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Scott Rettberg