Search

Search content of the knowledge base.

The search found 2 results in 0.007 seconds.

Search results

  1. La double démesure de l'oeuvre textuelle métastable

    La présente contribution, dans le cadre de la thématique proposée par l’E.L.O., souhaiterait « chercher le texte » en interrogeant des œuvres présentant ce que nous appelons une double ouverture, ou encore une double démesure — double, eu égard à deux aspects que peuvent revêtir cette ouverture ou cette démesure : le premier aspect est de nature profondément technique et médiatique, le second pourrait se dire plus volontiers ontologique et téléologique.

    Jill Walker Rettberg - 23.08.2013 - 12:51

  2. Digital Games and Electronic Literature: Toward an Intersectional Analysis

    The line between electronic literature and digital games has started to blur more than ever. For example, Christine Love’s 2012 Analogue: A Hate Story can be read as a literary “story” that builds on the visual novel form. However, critic Leif Johnson (of IGN) reviewed Analogue as a “game-like experience” and even a “game” that “neatly sidesteps the label of mere ‘interactive fiction’ like Love’s other games thanks to some smart design choices.” Phill Cameron (of Eurogamer) describes Analogue repeatedly as a “game” and also reflects on its deviation from the “interactive fiction” category. The slippage between the language of fiction and games, in such mainstream reviews, reveals a fascinating taxonomic undecidability. Though Analogue’s “textual” focus makes it a natural boundary object between electronic literature and digital games, this tension extends to games that incorporate minimal text or even no text at all. In this presentation, I focus on Thatgamecompany’s third and most critically-acclaimed game, Journey, which was also released in 2012. In Journey, the player guides a mysterious robed avatar through a desert and up a mountain.

    Stig Andreassen - 25.09.2013 - 14:46