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  1. Hypertext: An alternative route to short story theorising

    Hypertext: An alternative route to short story theorising

    Theodoros Chiotis - 15.04.2011 - 21:33

  2. Lector in machina

    Lector in machina

    Sandra Hurtado - 06.12.2011 - 11:58

  3. Code, Cod, Ode: Poetic Language & Programming

    Mutation or modulation of words manifest orthographic relations between variants but also sometimes suggest more elusive relations. Much importance can be seen in the specificity of language, especially considering the sum of variations of a single word in different languages. The word itself is a solid object at the center of such a set of permutations. The meaning of a sum of such variants can be likened to an array in programming. An array object can be greater than the sum of its parts, a concept that ties into Cubism as well as to poetry where languages mix. Other array poetry suggests geometric structure; this is poetry that creates meaning from empty space as much as from its solid textual areas. This is similar to the way that architecture creates meaning from empty spaces, as seen notably in uses of the arch. The structural strength of empty space can also be seen in a number of postmodern poems, where such space is integral to their expressiveness. These poems also use array concepts to inform the poem. It is useful to look at examples of code in my own work, which uses arrays and empty space as solid material in strings.

    Stig Andreassen - 28.08.2012 - 18:13

  4. Human Pratice - How the Problem of Ergodicity Demands a Reactivation of Anthropological Perspectives in Game Studies

    This article presents a critical review (not a rejection) of the concept of “ergodic literature”
    when applied to computer and video games. Therefore it goes back to some of
    the sources Espen Aarseth triggered when he appropriated the term from physics in
    1997 for the subject of cybertext and explains the necessary consequences of the term
    “ergodicity” for literature and games when it is not merely used metaphorically. A more
    cautious use of terms and concepts from other disciplines is suggested, especially as the
    term “ergodic” in physics has a different but relevant meaning in the context of these
    games. The article tries to mediate between some of the general anthropological claims
    of cybertext theory/game studies and the understanding of “ergodic systems” in thermodynamics and statistical physics. The problems that result from this mediation can be
    seen as symptomatic for the challenges of game studies in the more general mediation
    between different perspectives on games.

    (Source: Author's abstract)

    Stig Andreassen - 02.09.2012 - 21:13

  5. Curating Ambiguity: The Electronic Literature Collection, Volume One

    Interview about the Electronic Literature Collection, Volume 1.

    Scott Rettberg - 08.07.2013 - 20:57

  6. The book's "Second Person" the 1st chapter's "Tabletop System" description of (p. 1-5)

    The book's "Second Person" the 1st chapter's "Tabletop System" description of (p. 1-5)

    Kristina Igliukaite - 10.05.2020 - 23:22

  7. Games, Storytelling, and Breaking the String

    Greg Costikyan revisits the narrative versus game-play debate that continues to be a staple of both Game Studies and Game Design. He presents a spectrum that ranges from game-focused forms to narrative-centric models, and suggests that free-form role-playing may be the most desireable marriage of narrative and game-play.

    The source is the essay-review on www.electronicbookreview.com written by Greg Costikyan.

    Kristina Igliukaite - 11.05.2020 - 00:15

  8. On the Wild Cards Series

    On the Wild Cards Series

    Kristina Igliukaite - 11.05.2020 - 00:19

  9. From the Basement to the Basic Set: The Early Years of Dungeons & Dragons

    Erik Mona takes a first step toward measuring the cultural impact of Gygax and Arneson's Dungeons & Dragons by providing a pocket history of the game's generation and evolution. Mona explains the addition of character development as a game goal - the innovation that distinguishes D&D from its predecessors, and started the role-playing revolution.

    The source is the essay-review on www.electronicbookreview.com written by Erik Mona.

    Kristina Igliukaite - 11.05.2020 - 19:38

  10. Narrative Structure and Creative Tension in Call of Cthulhu

    Kenneth Hite argues that the long-running, H.P. Lovecraft-inspired Call of Cthulhu franchise differs from traditional tabletop role-playing in its focus on suspense rather than character growth. Hite's analysis suggests that in its origins and emphasis on narrative structure Cthulhu is a highly literary game.

    The source is the essay-review on www.electronicbookreview.com written by Kenneth Hite.

    Kristina Igliukaite - 11.05.2020 - 22:08

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