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  1. Limbo and the Edge of the Literary

    Limbo, released in 2010, is a puzzle platformer that features a player character who awakes in Limbo, on the edge of hell. He must traverse a world of bear traps, giant killer spiders, and spinning gears. As with any game, the player of Limbo will necessarily fail while solving the game’s puzzles; however, this game makes those failures especially painful. The player character is decapitated, impaled, and dismembered as the player attempts to solve each puzzle. The game’s monochromatic artwork, its vague storyline, and these gruesome deaths meant that Limbo, predictably, found its way into various “games as art” conversations. However, this presentation asks whether Limbo can serve as a different kind of boundary object. Given its complete lack of text and its minimalist approach to storytelling, what is the status of Limbo as a literary object?

    Stig Andreassen - 25.09.2013 - 14:31

  2. Internet Radio and Electronic Literature: Locating the Text in the Act of Listening

    This essay suggests sound(s), especially when designed/utilized to provide immersive contexts, can provide a valid literary experience and may be considered, like reading and writing, a central element in the digital narratives of electronic literature. Specifically, 1) Sound (vocal and other) provides the basis for narrative, the heart of every literary experience; 2) Rather than sound(s) in electronic literature, sound(s) might be heard as electronic literature; sound(s) might form the basis for new works of electronic literature; 3) Evolving considerations of Internet radio, especially with regard to mobile, interactive, social audio networks, with content drawn from radio drama and radio art, may provide models for these new forms of electronic literature that are deep, rich, engaging, and immersive literary experiences that locate the text not (solely?) in the acts of reading and writing, but also in the act of listening.

    Scott Rettberg - 04.10.2013 - 11:32

  3. Editing Electronic Literature in the Global Publishing System

    Contemporary “format disruptions” (Savikas) lead to a new experience and practice of scholarly publishing: it is global, virtual, and instantaneous. How does this apply to electronic literature? Elit works exist in a field of publication, characterized by circulation, commentary, and archiving. They are subject to complex corporate toolchains, software updates, social media, etc. The work is no longer just the work but the entirety of this field. Publication is no longer a single event or a single thing. Think of this in terms of Luhmann’s systems theory: the differentiating distinction between artistic production and critical discourse is shifted; the difference made by artwork - its “poetics” - is now systematically linked to critical discourse.

    Elisabeth Nesheim - 04.10.2013 - 11:55