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  1. The Aesthetics of Net Literature: Writing, Reading and Playing in Programmable Media

    "During recent years, literary texts in electronic and networked media have been a focal point of literary scholarship, using varying terminology. In this book, the contributions of internationally renowned scholars and authors from Germany, USA, France, Finland, Spain and Switzerland review the ruptures and upheavals of literary communication within this context. The articles in the book focus on questions such as: In which literary projects can we discover a new quality of literariness? What are the terminological and methodological means to examine these literatures? How can we productively link the logics of the play of literary texts and their reception in the reading process? What is the relationship of literary writing and programming? With contributions by Jean-Pierre Balpe, Susanne Berkenheger, Friedrich W. Block, Philippe Bootz, Laura Borràs Castanyer, Markku Eskelinen, Frank Furtwängler, Peter Gendolla, Loss Pequeño Glazier, Fotis Jannidis, Thomas Kamphusmann, Mela Kocher, Marie-Laure Ryan, Jörgen Schäfer, Roberto Simanowski and Noah Wardrip-Fruin" (Publisher's abstract).

    Patricia Tomaszek - 12.01.2011 - 18:17

  2. Literatures in the Digital Era: Theory and Praxis

    Literatures in the Digital Era: Theory and Praxis

    Theodoros Chiotis - 15.04.2011 - 21:34

  3. E-Learning und Literatur: Informatiksysteme im Literaturunterricht

    Diese Ausgabe der Reihe "MuK - Massenmedien und Kommunikation" dokumentiert die Beiträge zum Workshop "E-Learning und Literatur", der am 17. September 2007 im Rahmen der "DeLFI 2007 - Die 5. e-Learning Fachtagung Informatik" der Gesellschaft für Informatik e.V. (17. bis 20. September 2007) an der Universität Siegen stattgefunden hat.

    Diese Veranstaltung wurde gemeinsam von den Teilprojekten "Literatur in Netzen/Netzliteratur" und "Informatikunterricht und E-Learning zur aktiven Mitwirkung am digitalen Medienumbruch" des Kulturwissenschaftlichen Forschungskollegs "Medienumbrüche" der Universität Siegen durchgeführt.

    Source: Editorial

    Jörgen Schäfer - 28.06.2011 - 13:50

  4. Media Poetry: An International Anthology

    The work of the poets discussed in this book challenges even the innovations of experimental poetics. It embraces new technologies to explore a new syntax made of linear and non-linear animation, hyperlinkage, interactivity, real-time text generation, spatiotemporal discontinuities, self-similarity, synthetic spaces, immateriality, diagrammatic relations, visual tempo, multiple simultaneities, and many other innovative procedures.

    This new media poetry, although defined within the field of experimental poetics, departs radically from the avant-garde movements of the first half of the century, and the print-based approaches of the second half. Through an embrace of the vast possibilities made available through new media, the artists in this anthology have become the poetic pioneers for the next millennium.

    (Source: Publisher's description)

    Scott Rettberg - 03.02.2012 - 16:34

  5. Database Aesthetics: Art in the Age of Information Overflow

    Database Aesthetics examines the database as cultural and aesthetic form, explaining how artists have participated in network culture by creating data art. The essays in this collection look at how an aesthetic emerges when artists use the vast amounts of available information as their medium. Here, the ways information is ordered and organized become artistic choices, and artists have an essential role in influencing and critiquing the digitization of daily life.

    Contributors: Sharon Daniel, U of California, Santa Cruz; Steve Deitz, Carleton College; Lynn Hershman Leeson, U of California, Davis; George Legrady, U of California, Santa Barbara; Eduardo Kac, School of the Art Institute of Chicago; Norman Klein, California Institute of the Arts; John Klima; Lev Manovich, U of California, San Diego; Robert F. Nideffer, U of California, Irvine; Nancy Paterson, Ontario College of Art and Design; Christiane Paul, School of Visual Arts in New York; Marko Peljhan, U of California, Santa Barbara; Warren Sack, U of California, Santa Cruz; Bill Seaman, Rhode Island School of Design; Grahame Weinbren, School of Visual Arts, New York. 

    Scott Rettberg - 10.07.2013 - 14:06

  6. Literatures in the Digital Age. Theory and Praxis

    Nowadays minds tend to be nomad and bodies tend to have a sedentary lifestyle. We may dare formulate another paradox: if orality went together with nomadism, and writing with sedentarism, perhaps that is the reason why e-writing is using orality as a model for communication. In any case, we should be aware of metaphors we use. Within the process of converting the digital medium to a privileged space for information, communication and culture (in this sequence), we observe that two of the greatest impacts on literature arising from technology have been, in the first place, electronic editions for didactic and scientific purposes, and, secondly, the advent of digital literature, that is, literary works that have been created specially for the computer. The editors, Amelia Sanz and Dolores Romero are both lecturers at Universidad Complutense de Madrid, Spain. Dr. Sanz has developed theoretical reflections on key concepts of twentieth century critical theory, such as intertextuality, systemic approaches, interculturality and hypertextuality.

    Maya Zalbidea - 23.07.2014 - 14:12

  7. Borges 2.0: From Texts to Virtual Worlds

    Borges 2.0: From Texts to Virtual Worlds

    Jill Walker Rettberg - 01.10.2015 - 11:30

  8. Second Person: Role-Playing and Story in Games and Playable Media

    Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media."

    Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.

    Mark Marino - 27.08.2016 - 20:52

  9. Contemporary Stylistics

    Contemporary Stylistics' presents the current state of the integrated study og language and literature. From its emergence as an interdiscplinary blend of literary criticism, linguistics, psychology, cognitive science, social studies and philosophy, stylistics is now a mature and vibrant single discipline, with a confident new generation of researchers enganged in the proper study of literature. This book collects some of these new voices together for the first time, and presents their latest work in a form that is accessible and placed into context. 

    (Source: from the book introduction) 

    Agnete Thomassen Steine - 22.09.2021 - 11:13

  10. Videogames and Art

    Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His book explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence. He draws parallels with the film industry, but also highlights the limitations of such comparisons and the problems that the videogame industry has faced previously in imitating too-closely the structures and techniques of the film industry. His book ends with practical advice to the games industry on measures that it should adopt to produce more distinctive and creative work.

    Ana Isabel Jimenez Sanchez - 23.09.2021 - 12:10