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  1. This Is Not A Poem

    This work takes the poem "Trees" by Joyce Kilmer and, transcribing it onto a "scratchable" disk, makes it into a toy, a game, and a language engine.

    (Source: Author's description)

    Scott Rettberg - 20.05.2011 - 12:35

  2. Jean-Pierre Balpe ou les Lettres Dérangées

    Jean-Pierre Balpe ou les Lettres Dérangées was created as a homage to the poet and software developer Jean-Pierre Balpe. The title of the piece can be understood in a number of ways. In French, the word "letters" refers to the alphabet, mail correspondence, and also to the art of writing itself. The piece consists of a number of letters which are not all visible to the reader until the very end. The word "dérangé" has a number of meanings as well. One meaning is physical disturbance. The letters themselves are distorted, just as the meaning of letters and words became distorted when Balpe introduced the literary world to text generation. The word also means mental disturbance. Disturbed by the mouse passing over them, the letters unpredictably go in all directions without reason. The underlying algorithm brings the letters to madness. The actions of the reader turn the poem into a kind of game. The purpose of the game is to get to the end of the poem by playing with the letters without falling into any traps.

    Eric Dean Rasmussen - 08.11.2011 - 14:56

  3. Oulipoems

    Oulipoems is a series of six interactive poetry Flash works, ranging from electronic poems, to games, to a tool for generating and writing poetry using the vocabulary of a variety of poets. The pieces are loosely based on the Oulipo movement in French literature, which focused on texts based on constraints (for instance, Perec's famous novel A Void, a lipogram in which the letter e does not appear) and also on mixtures of literature and mathematics.

    Eric Dean Rasmussen - 08.11.2011 - 16:25

  4. A Slow Year: Game Poems

    A collection of four one kilobyte games for the Atari Video Computer System, one for each season, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical input. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku—poetry generated by computer—8 bits worth for each season. (Source: Open Texture catalog description)

    Eric Dean Rasmussen - 22.11.2011 - 09:46

  5. R3/\/\1X\/\/0RX - selected works

    R3/\/\1X\/\/0RX (remixworx) - selected works:

    an online journal of digital art and writing - 2006 to 2012

    R3/\/\1X\/\/0RX (remixworx) is a space for the remixing of digital media, including visual poetry (vispo), electronic poetry (flashpo), playable media, animation, music, spoken word, texts and more. It began as a blog in November 2006 and has grown to number over 500 individual works of media. The source material is made available and all media is freely given to be remixed. Each new work is remixed, literally or conceptually, from other works on the blog. Then, the new work is linked to the blog post(s) that contain the component parts, thus the blog 'talks to itself' - "I link therefore I am" (Mark Amerika). The project promotes no single 'author', and we keep dogma chained outside the gate. It is not a tame place, though, and artful innuendo is evident.

    Christine Wilks - 19.01.2012 - 16:08

  6. Today I Die

    Today I Die is explored by movind objects and words. The game features several endings.

    Meri Alexandra Raita - 13.02.2012 - 19:56

  7. Evidence of Everything Exploding

    The third part of Jason Nelson's artgame trilogy.

    Video games are a language, a grammar or linguistics of various texts. The sounds, the movement, the graphics, the rules or lack of rules, everything about a video game is a component of language.  A digital poetry game must combine all these elements, strange and interactive stanzas, crossed out and obstructed lines, sounds and texts triggered and lost during the play.  Indeed the game interface becomes a road to inhabiting the digital poem, to coaxing the reader/player into living and creating within the game/poetry space.

    Scott Rettberg - 25.03.2012 - 21:26

  8. Automatype

    Howe’s new piece, “Automatype,” which can be seen as either ambient text art, a weird game of solitaire for the computer, or an absorbing ongoing puzzle for a human viewer, is an apt demonstration of some of the powers of “RiTa,” as it uses algorithms to find the bridges between English words, Six-Degrees-of-Kevin-Bacon-style — not bridges of garbled nonsense but composed of normative English. You will spend either 10 seconds or 5 minutes staring at this thing; you will also see either a bunch of random words, or occasionally, if not always, engaging samples of minimalist poetry.

    (Source: The ELO 2012 Media Art Show.)

    Eric Dean Rasmussen - 23.04.2012 - 15:33

  9. Aleph Null

    Aleph Null (2011) marks Jim Andrews’ return to open source work since he shifted to Macromedia (now Adobe) Director in 2000. His earliest works were written in DHTML between 1997-2000, a highly creative period in which he found his “voice” as a poet and programmer of electronic literature  with works like “Seattle Drift” and the “Stir Fry Texts.” The limitations of DHTML at the time prompted his move to Director, which allowed him to develop highly musical and visual pieces, such as “Nio,” “Arteroids,” and “Jig Sound.” 

    Eric Dean Rasmussen - 30.05.2012 - 11:37

  10. Animalamina

    Created by babel and 391.org, Animalamina, a collaboratively constructed work of multimedia poetry for children, consists of 26 pages of flash-based poetry organized around the letters of the alphabet.  The key aim of this project is to introduce a younger audience (5 - 11) to a variety of styles of digital poetry, animation and interaction, through the familiar format of an animal A-Z.  As the project’s “background” page notes, this work is situated within a tradition alphabet primers that stretches back over 500 years.  This background is noteworthy precisely because of the tradition’s combination of pedagogy and play, instructing new generations in the mechanics of emerging techniques and technologies.  Specific innovations introduced in this recent ABC are animation, audio, interactive content, non-linearity and chance.  

    Scott Rettberg - 16.06.2012 - 12:01

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