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  1. Video Game Framings

    In a short oral presentation I will (1) give a rough survey of alleged (potential) elements of a video game’s paratext (epi- and peritext) by screening and commenting on exemplary, mainly digital, audio-visual media.
    Based on such illustrative material, (2) I will turn to the question of whether these examples actually are elements of a video game’s paratext. Elaborating on some thoughts developed in my forthcoming chapter on “Video Game Framings” I argue that as long as we do not have a clear definition of the term ‘paratext’ it is impossible to answer this question – to use a catchy phrase: no verification without definition.
    Since the term ‘paratext’ was introduced to the debate by literary theorist Gérard Genette, (3)
    his definitional stipulations – posing the (alleged) point of reference for everyone actually
    using the term ‘paratext’ – are reconstructed in outline.

    Alvaro Seica - 29.08.2014 - 11:22

  2. Intervista con Fabrizio Venerandi

    Fabrizio Venerandi is author of two novels published in form of hypertextual ebooks and also co-founder of the publishing house Quintadicopertina. In this interview he talks about the book series Polistorie (Polystories) and about the basic ideas that inspired this project. Recalling the experience he made with the groundbreaking work on the first MUD in Italy in 1990, Venerandi describes the relations between literature and video games. Starting from a comparison between print literature tradition and new media, at last, he faces the problems of creation and preservation of digital works.

    Daniele Giampà - 12.11.2014 - 19:50

  3. Do You Feel Like A Hero Yet? Externalised Morality in Video Games

    Video games have a long tradition of including elements of moral decision making within their ludic and narrative structures. While the success of these endeavours has been mixed, the systems used to express moral choices within a game have grown more popular. However, these morality systems are inherently restricted and limited by ludic and business considerations. Coupled to this is the concept of the “magic circle” in which games are considered to be morally discontinuous spaces where the normal rules of what actions are and are not permitted are different. Moral choices then become flattened down into mere narrative flavouring rather than a reflection of an individual’s ethical makeup. Moral choices within games are thus shallow and lack the ability to truly offer us an opportunity to reflect on the actions we have taken. Rather than offering insight, they instead cheapen and simplify nuanced topics and concepts.

    Eivind Farestveit - 12.03.2015 - 15:05

  4. New Work on Electronic Literature and Cyberculture

    Electronic (digital) literature is developing in every corner of the world where artists explore the possibility of literary expression using computers (and the internet). As a result, innovations in this genre of literature represent unique developments and there is a growing corpus of scholarship about all aspects of electronic literature including the perspective of digital humanities. Contributors to New Work on Electronic Literature and Cyberculture, a special issue of CLCWeb: Comparative Literature and Culture explore theories and methodologies for the study of electronic writing including topics such as digital culture, electronic poetry, new media art, aspects of gender in electronic literature and cyberspace, digital literacy, the preservation of electronic
    literature, etc.

    Maya Zalbidea - 11.08.2015 - 10:48