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  1. Loss of Grasp

    “Loss of Grasp” is an interactive narrative about the notions of grasp and control. What happens when one has the impression of losing control in life, of losing control of his/her own life? Six scenes tell the story of a man that is losing himself. “Loss of Grasp” plays with the grasp and the loss of grasp and invites the reader to experiment with these feelings in an interactive work.

    Serge Bouchardon - 21.09.2010 - 11:28

  2. CityFish

    CityFish is a hybrid word, title of a hybrid work, tale of a hybrid creature. Part classical parable, part children’s picture book, CityFish is a web-based intertextual hypermedia transmutation of Aesop's Town Mouse Country Mouse fable. Winters, Lynne freezes in Celsius in the fishing village of Brooklyn, Nova Scotia (Canada), a few minutes walk from a white sandy beach. Summers, she suffers her city cousins sweltering in Fahrenheit in Queens, New York (USA).  Lynne is a fish out of water. In the country, her knowledge of the city separates her from her school of friends. In the city, her foreignness marks her as exotic. CityFish represents asynchronous relationships between people, places, perspectives and times through a horizontally scrolling browser window, suggestive of a panorama, a diorama, a horizon line, a skyline, a timeline, a Torah scroll. The panorama and the diorama have traditionally been used in museums and landscape photography to establish hierarchies of value and meaning. CityFish interrupts a seemingly linear narrative with poetic texts, quotations, Quicktime videos, DHTML animations, Google Maps and a myriad of visual images.

    Scott Rettberg - 30.01.2011 - 19:57

  3. TOC: A New-Media Novel

    TOC is a multimedia epic about time: the invention of the second, the beating of a heart, the story of humans connecting through time to each other and to the world. An evocative fairy tale with a steampunk heart, TOC is a breath-taking visual novel, an assemblage of text, film, music, photography, the spoken word, animation, and painting. It is the story of a man who digs a hole so deep he can hear the past, a woman who climbs a ladder so high she can see the future, as well as others trapped in the clockless, timeless time of a surgery waiting room: God's time. Theirs is an imagined history of people who are fixed in the past, those who have no word for the future, and those who live out their days oblivious to both.

    (Source: Author's description on TOC website)

    Scott Rettberg - 02.03.2011 - 22:07

  4. Morpheus: Biblionaut

    The story of a poet sent to Alpha Centauri to test a nuclear bomb that can destroy a planet, who returns to Earth to discover that Earth has a ring instead of a moon and that there is - perhaps - no longer life there. The narrative is told linearly and lasts for about 20 minutes, with no opportunity to rewind  - it’s worth watching in a single setting though, both for the story itself and for the grungy space visuals created by Travis Alber: a scratched metal background with a window through which to watch the stars passing by, and dream images superimposed on or maybe reflected in the dull, stained metal.

    Jill Walker Rettberg - 25.03.2011 - 13:42

  5. Reconstructing Mayakovsky

    Inspired by the poet Vladimir Mayakovsky who killed himself in 1930 at the age of thirty-six, this hybrid media novel imagines a dystopia where uncertainty and discord have been eliminated through technology. The text employs storylines derived from lowbrow genre fiction: historical fiction, science fiction, the detective novel, and film. These kitsch narratives are then destabilized by combining idiosyncratic, lyrical poetic language with machine-driven forms of communication: hyperlinks, "cut-and-paste" appropriations, repetitions, and translations (OnewOrd language is English translated into French and back again using the Babelfish program.) In having to re-synthesize a coherent narrative, the reader is obliged to recognize herself as an accomplice in the creation of stories whether these be novels, histories, news accounts, or ideologies. The text is accessed through various mechanisms: a navigable soundscape of pod casts, an archive with real-time Google image search function, a manifesto, an animation and power point video, proposals for theatrical performances, and mechanism b which presents the novel in ten randomly chosen words with their frequencies.

    Scott Rettberg - 15.04.2011 - 15:38

  6. _:terror(aw)ed patches:_

    _:terror(aw)ed patches:_ is a “collaborative fiction that utilizes through live concurrent editing in Google Wave that results in expressive output[s]”

    (Source: SpringGun Press, v. 2)

    In _:terror(aw)ed patches:_(2009), Shane + Mez create a new method of collaborative “fiction” through _live concurrent editing_ in Google Wave. 

    Meri Alexandra Raita - 28.01.2012 - 13:48

  7. Blue Lacuna

    Author description: Blue Lacuna is a long-form work of parser-based interactive fiction containing nearly 400,000 words of prose and natural language source code, an explorable novel telling a serious story about the nature of choice and happiness. Lacuna simplifies standard IF syntax with a unique interface: to advance the story, readers type highlighted keywords indicating objects of interest, directions to explore, or topics to pursue during conversation.

    Blue Lacuna’s story revolves around a complex reactive character, the castaway Progue, who evolves over the course of the story based on the reader’s interactions with him. The climax of the story and resolution of Progue’s character arc—whether he becomes a friend, a mentor, a lover, a sycophant, or one of eight other archetypes—is dependent on how the reader treats him in up to 70 distinct scenes and conversations over the work’s ten chapters. The structure of Blue Lacuna is thus best represented not by a branching tree but a braided rope, with countless ways each reader may braid the threads of story into a personal and meaningful narrative.

    Aaron Reed - 20.06.2012 - 18:59

  8. Writing Digital Media

    There has been quite a bit of debate about the relationship between games and fiction, with important discussions in Wardrip-Fruin and Harrigan's First Person, Jesper Juul's Half-Real, Marie-Laure Ryan's Avatars of Story, and others.  In parallel with this, a number of electronic literature authors have been creating games -- or at least playable experiences -- that have as their focus and reward for play an experience of story, such as Mateas and Stern's Facade, Emily Shorts Galatea, and Stuart Moulthrop's Pax.

    Audun Andreassen - 03.04.2013 - 15:32