Search

Search content of the knowledge base.

The search found 954 results in 0.03 seconds.

Search results

  1. Making Games That Makes Stories

    James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

    The source is the essay-review on www.electronicbookreview.com written by James Wallis.

    Kristina Igliukaite - 11.05.2020 - 22:57

  2. Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden

    Eric Zimmerman describes his interactive paper book as "an inverted exquisite corpse," and although a digital version of the book would be easy to produce, he argues that an electronic edition would not produce as meaningful an experience as the printed volume.

    The source is the essay-review on www.electronicbookreview.com written by Eric Zimmerman

    Kristina Igliukaite - 11.05.2020 - 22:59

  3. Design Decisions and Concepts in Licensed Collectible Card Games

    Eric Lang (with Pat Harrigan) explains the advantages writers have in crafting adaptations of literary franchises into collectible card games. Lang maintains that, while attempting to remain true to the original, when turning narratives into games, one must "respect the medium."

    The source is the essay-review on www.electronicbookreview.com written by Eric Lang

    Kristina Igliukaite - 11.05.2020 - 23:02

  4. Enlightening Interactive Fiction: Andrew Plotkin's Shade

    Jeremy Douglass evaluates Shade within the history of interactive fiction, and considers how light is represented in the code structure of scene descriptions, arguing that "[w]ithout vision there is no agency."

    The source is the essay-review on www.electronicbookreview.com written by Jeremy Douglass

    Kristina Igliukaite - 14.05.2020 - 21:51

  5. Fretting the Player Character

    Nick Montfort argues that the contentious notion of the "player character" usefully constrains and makes possible the player's interaction with the gameworld. He considers the possibility that in interactive fiction one plays the character (like an actor plays a role) rather than playing the game.

    The source is the essay-review on www.electronicbookreview.com written by Nick Montfort

    Kristina Igliukaite - 14.05.2020 - 22:30

  6. Deikto: A Language For Interactive Storytelling

    Chris Crawford walks through Deikto, an interactive storytelling language that "reduce[s] artistic fundamentals to even smaller fundamentals, those of the computer: addition, subtraction, multiplication, and division."

    The source is the essay-review on www.electronicbookreview.com written by Chris Crawford

    Kristina Igliukaite - 15.05.2020 - 13:18

  7. GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System

    D. Fox Harrell considers what is computational about composition, and describes the GRIOT system for generating literary texts.

    The source is the essay-review on www.electronicbookreview.com written by D. Fox Harrell

    Kristina Igliukaite - 15.05.2020 - 13:21

  8. Novissima verba: huellas digitales / electrónicas / cibernéticas en la poesía latinoamericana

    Luis Correa-Díaz se pregunta en esta serie de ensayos si la literatura electrónica está o no hoy por alcanzar esa velocidad de escape de la fuerza gravitacional de la literatura tradicional. ¿Cómo se negocia en esta época el valor literario, el estatus de lo escrito, la desaparición o permanencia del libro en esta etapa de transición y adaptación literaria?
    Pareciera haber en español una escasez de discursos críticos e iniciativas de estudio que den cuenta de estas significativas mutaciones culturales. De allí la especial importancia de este libro que se presenta de referencia obligada, especialmente para los estudios de obras iberoamericanas, en los que se centra esta publicación.

    (Source: Belén Gache, Publisher's website)

    Alvaro Seica - 25.08.2020 - 10:58

  9. The Posthuman

    This book offers an original and accessible introduction to the contemporary debates on the notion of the posthuman. It develops two lines of argument. First, contemporary market economies profit from the control and commodification of all forms of life. 'Second Life', genetically modified food, advanced prosthetics, robotics and reproductive technologies are familiar facets of our globally linked and technologically mediated societies. This high degree of bio-technological development results in hybridization, erasing categorical distinctions between the human and other species, seeds, plants, animals and machines. The dislocations produced by posthuman cultures therefore make possible a critique of anthropocentrism. Post-anthropocentric politics, as exemplified by environmentalism, encompass not only other species but also the sustainability of our planet as a whole.

    Hannah Ackermans - 08.09.2020 - 12:04

  10. Programmed Visions: Software and Memory

    A theoretical examination of the surprising emergence of software as a guiding metaphor for our neoliberal world.

    New media thrives on cycles of obsolescence and renewal: from celebrations of cyber-everything to Y2K, from the dot-com bust to the next big things—mobile mobs, Web 3.0, cloud computing. In Programmed Visions, Wendy Hui Kyong Chun argues that these cycles result in part from the ways in which new media encapsulates a logic of programmability. New media proliferates “programmed visions,” which seek to shape and predict—even embody—a future based on past data. These programmed visions have also made computers, based on metaphor, metaphors for metaphor itself, for a general logic of substitutability.

    Hannah Ackermans - 10.09.2020 - 10:35

Pages