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  1. Understanding Cosmo-Literature: The Extensions of New Media

    The central objective of this paper is to provide a new conceptual theoretical framework starting from the role of new new media in shaping a new kind of literature, which I call Cosmo-Literature. Towards this, I start working from Levinson’s differentiation among old media, new media, and new new media to arrive at the difference among the variable types of media. Next, I address the role of new new media in establishing world democracies and changing the social, cultural, and political world map. After that, I investigate the terms of “global village” and “cosmopolitanism” in relation to literature. To clarify what I mean by Cosmo Literature, I will investigate two new new media novels: Only One Millimeter Away, an Arabic Facebook novel by the Moroccan novelist Abdel-Wahid Stitu, and Hearts, Keys and Puppetry an English Twitter novel by Neil Gaiman, to infer the characteristics of Cosmo literature in general and Cosmo narration in particular.

    Hannah Ackermans - 17.01.2017 - 15:35

  2. 'Where Are You Running Off To?': Ghanian Flash Fiction and Flash Fiction Ghana

    'Where Are You Running Off To?': Ghanian Flash Fiction and Flash Fiction Ghana

    Hannah Ackermans - 17.01.2017 - 15:44

  3. Going Native: Postcolonial Traditions in Translation

    Going Native: Postcolonial Traditions in Translation

    Hannah Ackermans - 17.01.2017 - 15:49

  4. Young Adult Literature and the Queer Politics of Artistic Fan Production

    Young Adult Literature and the Queer Politics of Artistic Fan Production

    Hannah Ackermans - 27.01.2017 - 14:11

  5. Circle-ing Back to What Matters: Electronic Literature as Material Feminism

    Oculus Rift virtual reality headgear is usually donned to kill dragons or multitudes of soldiers, to explore far off places and feel superhuman. But Pressman argues that the VR and augment reality [AR} work of Canadian digital artist Caitlin Fisher confronts expectations about digital media, games, and electronic literature by employing such technology to tell women’s stories and to pursue feminist storytelling. Pressman examines how Fisher’s AR work Circle (2012) embeds multimodal vignettes about three generations of women onto little domestic objects, which Pressman designates “feminism in action,” specifically in the aesthetic enactment of its female-centered subject matter and its formal glitch aesthetics. More specifically, Pressman aims to show how Circle performs the central concerns of Material Feminism: an investment in illuminating how materiality and context-based relationality are central elements of experience and meaning-making. This short work about women and things insists on the relationality of animate and inanimate objects and, in so doing, it provides an opportunity to critique such philosophical movements as Object-Oriented Ontology.

    Hannah Ackermans - 06.02.2017 - 15:46

  6. 80 days: Breaking the Boundaries between Video Games and Literature

    “Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock.

    Hannah Ackermans - 06.02.2017 - 15:59

  7. Code Before Content? Brogrammer Culture in Games and Electronic Literature

    Electronic literature exists at the intersection of the humanities, arts, and STEM: an acronym that itself defines a contested battleground of technical skills. The lack of diversity in STEM has received considerable scrutiny, and computer-related fields particularly suffer from a lack of diversity. Salter notes that this has contributed to the rise of “brogrammer” culture in disciplines with strong computer science components, and with it a rhetorical collision of programming and hypermasculine machismo. Brogrammer culture is self-replicating: in technical disciplines, the association of code with masculinity and men’s only spaces plays a pivotal role in reinforcing the status quo. Given this dramatic under-representation of women in computer science disciplines, the privileging of code-driven and procedural works within the discourse of electronic literature is inherently gendered. The emergence of platforms friendly to non-coders (such as Twine) broadens participation in electronic literature and gaming space, but often such works are treated and labeled differently (and less favorably) from code-driven and procedural works that occupy the same space.

    Hannah Ackermans - 08.02.2017 - 14:15