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  1. Do You Think You're Part of This? Digital Texts and the Second Person Address

    This essay examines the use of the second person address in electronic literature and games. It discusses the way in which the direct address to the user has been used as a literary device, and how the "forced performative" that the reader is cast into when reading some such addresses is heightened in digital works, where the role of "you" is more literally enacted and regimented.

    Jill Walker Rettberg - 26.02.2011 - 22:03

  2. The Pleasure Principle: Immersion, Engagement, Flow

    While few critics writing on readers and hypertext have focused on the affective pleasures of reading hypertext fiction or interactive narratives like Myst, those who assess the experience of reading them tend to assume interactive texts should be either immersive or engaging. This study uses schema theory to define the characteristics of immersion and engagement in both conventional and new media. After examining how readers' experiences of these two different aesthetics may be enhanced or diminished by interface design, options for navigation, and other features, the essay concludes by looking beyond immersion and engagement to “flow, ” a state in which readers are both immersed and engaged.

    Source: ACM Publication
    Paper presented at the Eleventh ACM on Hypertext and Hypermedia Conference and published in the proceedings.

    Patricia Tomaszek - 25.03.2012 - 14:12

  3. 7 Thesen zur Netzliteratur

    Erschienen in: Elektronische Literatur (Fußnoten zur Literatur, 47),
    hrsg. von Timo Kozlowski und Oliver Jahraus, Universität Bamberg 2000, S. 12ff.

    Johannes Auer - 05.11.2012 - 14:47

  4. Warum es zuwenig interessante Netzdichtung gibt. Neun Thesen

    Warum es zuwenig interessante Netzdichtung gibt. Neun Thesen

    Johannes Auer - 08.11.2012 - 16:39

  5. Computer games as literature

    It compares three games to explain how computer games can be literature as well as games. 

    Ragnhild Hølland - 03.10.2021 - 22:30