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Jetzt? Oder der höchste Augenblick
This entry has a philosophical impact: "He developed a theory from the observation that when one is young, one thinks mainly of the future, but when one is old one thinks of the past; Namely that there has to be a moment in a persons life when one is completely in the moment and with oneself. Now one is waiting for that moment, and one is afraid it will pass by". So begins a hypertext ("observation", "future", "past", "theory" etc. are links) that then continues in a life-philosophical way. "It is a strongly networked labyrinth with one enterance and without an exit" says Nils Ehlert himself, "the texts on the pages are about the thoughts and experiences of a main character, and are connected to each other by links associatively rather than causally. Pictures (mostly photos) and small animations illustrate and comment the contents of the texts".
Simanowski, Roberto (Ed.): Literatur.digital. Formen und Wege einer neuen Literatur. München: Deutscher Taschenbuch Verlag, 2002, S. 164 f. Translated by Kine-Lise M. Skjeldal.
Kine-Lise Madsen Skjeldal - 16.09.2021 - 12:02
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Amnesia: The Dark Descent
Amnesia: The Dark Descent, a first person survival horror. A game about immersion, discovery and living through a nightmare. An experience that will chill you to the core.
Amnesia: The Dark Descent puts you in the shoes of Daniel as he wakes up in a desolate castle, barely remembering anything about his past. Exploring the eerie pathways, you must also take part of Daniel's troubled memories. The horror does not only come from the outside, but from the inside as well. A disturbing odyssey into the dark corners of the human mind awaits.
By using a fully physically simulated world, cutting edge 3D graphics and a dynamic sound system, the game pulls no punches when trying to immerse you. Once the game starts, you will be in control from the beginning to the end. There are no cut-scenes or time-jumps, whatever happens will happen to you first hand.
(Source: Amnesia game website)
Agnete Thomassen Steine - 21.09.2021 - 12:37
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The Path
The Path is a short horror game inspired by older versions of Little Red Ridinghood, set in modern day. The Path offers an atmospheric experience of exploration, discovery and introspection through a unique form of gameplay, designed to immerse you deeply into its dark themes. Every interaction in the game expresses an aspect of the narrative. The six protagonists each have their own age and personality and allow the player to live through the tale in different ways. Most of the story, however, relies on your active imagination.'
(Source: Tale of Tales Product Page)
Agnete Thomassen Steine - 21.09.2021 - 13:30
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The Seasons
The Seasons is a hypertext poetry piece divided in to two titles “Dispossession” and “Penetration”. “Dispossession” follows a man traveling to America from his Caribbean homeland, showing an uncertain future. “Penetration” is about immigration, following a father and a daughter from Eastern Europe meeting after years apart. Mother Earth, as the nature surrounding them, is also presented as a third character.
Heidi Haugsdal Kvinge - 21.09.2021 - 15:30
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Braid
Braid is a puzzle-platform video game developed by Number None and considered an indie title. The game was originally released in August 2008 for the Xbox 360's Xbox Live Arcade service. Ports were developed and released for Microsoft Windows in April 2009, Mac OS X in May 2009, PlayStation 3 in November 2009, and Linux in December 2010. Jonathan Blow designed the game as a personal critique of contemporary trends in video game development. He self-funded the three-year project, working with webcomic artist David Hellman to develop the artwork. An anniversary version is planned for release in early 2021 for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, Windows, Mac, and Linux with updated graphics and developer commentary.
Ana Isabel Jimenez Sanchez - 21.09.2021 - 21:50
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Toilet
Toilet is a banner ad from the Brazilian pipe company Amanco Wavin and can be seen as a short interactive narrative. It features a toilet cubicle where the user can flush the toilet to learn more.
"The image and text encourage the interactor to pull the chain and consequently flush the toilet by pulling the mouse toward him- or herself while keeping the button pressed, hence mimicking the action of pulling the chain of the cistern downward." (Bouchardon 2014, 163)
(Source: Bouchardon, Serge. 2014. "Figures of Gestural Manipulation in Digital Fictions." In Analyzing Digital Fiction, edited by Alice Bell, Astrid Ensslin and Hans Rustad, 159-75. Routledge.)
Kira Guehring - 22.09.2021 - 10:54
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Ally Farson
Ally Farson is a whodunit film made to emulate the success of the Blair Witch Project. It's "an alledgedly true story of a female serial killer operating in 1999, that uses alleged documentary video footage and supposedly official websites of the police department as well as newsgroups on which "police officers" answer the questions of skeptical readers" (Simanowski 2014, p. 203). There are two movies in the series—Ally Farson: My Private Life and Ally Farson: On the Run.
(Source: Simanowski, Roberto. 2014. "Reading Digital Fiction." In Analyzing Digital Fiction, edited by Alice Bell, Astrid Ensslin and Hans Rustad, 197-206. Routledge.)
Kira Guehring - 22.09.2021 - 11:49
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le partage de l'incertitude
Le partage de l'incertitude est un film interactif où l'internaute n'a pas à cliquer. Il manipule les vidéos par le biais de la souris. Un capteur de position inscrit ses mouvements et lui permet de déplacer les deux écrans. Il peut faire le rapprochement entre certaines images ou les éloigner. Les histoires entre les personnages s'interrompent toujours au moment même où elles auraient pu commencer. (nt2)
Résumé : Une petite fille, un jeune homme, une jeune femme, un homme plus âgé :
trois générations différentes. Dans une maison, sur la plage, au bord de
l’océan, ces quatre personnages partagent des moments simples de la vie.
Pourtant, tout est loin d’être évident.
Relations et séparations, distance qui les sépare, dépendent des gestes du
spectateur. Le rapprochement des images créé des tensions ou des liens
entre ces instants de vie… (benoitblein)Kira Guehring - 22.09.2021 - 12:24
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Er/Sie: ein literarisches Internet-Projekt
The digital project by Ursula Menzer and Sabine Orth is based on the book Er/Sie Vexus I-VII by Sabine Orth. They address “er” and “sie”, which is the German personal pronouns.
Heidi Haugsdal Kvinge - 22.09.2021 - 13:16
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Zwei Tote? Ein digital-literarisches Rätsel
German description from https://adel.uni-siegen.de/node/6112:
Mathias Vetti Olaussen - 23.09.2021 - 09:41