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  1. Digital Poetics or On the Evolution of Experimental Media Poetry

    The academic and literature critical discussion on new media poetry or about digital texts swings to and fro, in method and conception between two poles: one is the 'work immanent' approach of structure description and classification, and the other the deduction of abstract media esthetics. At a tangent to this the communication on media, culture and media art has been more or less committed to the priority of technological reasoning since the nineties at the latest. The concern with technology remains a dilemma: Technology has to be taken into account when dealing with concrete structure analyses of works of digital poetry, but some traps lie in wait. Is the knowledge accounted for here really sufficient? I would say that few of those taking part in the discussion who do not actually work in the specific area artistically are capable of programming digital texts (the same may be said of some artists). Another problem is something I have casually termed a new techno-ontology: a ‘cold fascination’ for technological being (also of texts), which flares up briefly with each innovation pressing for the market in the respective field.

    Patricia Tomaszek - 14.09.2010 - 14:16

  2. Deeper into the Machine: The Future of Electronic Literature

    N. Katherine Hayles's keynote address for the 2002 State of the Arts Symposium at UCLA. Hayles identifies two generations of electronic literature: mainly text-based works produces in Storyspace and Hypercard until about 1995-1997, and second-generation works, mainly authored in Director, Flash, Shockwave and XML in years after that. She identifies second-generation works as "fully multimedia" and notes a move "deeper into the machine." She then reads a number of second-generation works in the context of their computational specificity.

    Publication note: Also published online in Culture Machine Vol. 5 (2003)

    Scott Rettberg - 30.05.2011 - 12:38

  3. Six Problems in Search of a Solution: The Challenge of Cybertext Theory and Ludology to Literary Theory

    Six Problems in Search of a Solution: The Challenge of Cybertext Theory and Ludology to Literary Theory

    Jörgen Schäfer - 30.06.2011 - 16:07

  4. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  5. The Cut-Up Method of Brion Gysin

    The Cut-Up Method of Brion Gysin

    Meri Alexandra Raita - 11.02.2012 - 11:35

  6. Stuttgarter Gruppe und Netzprojekte

    Stuttgarter Gruppe und Netzprojekte

    Johannes Auer - 06.11.2012 - 11:34

  7. Warum es zuwenig interessante Netzdichtung gibt. Neun Thesen

    Warum es zuwenig interessante Netzdichtung gibt. Neun Thesen

    Johannes Auer - 08.11.2012 - 16:39

  8. A Preliminary Poetics for Interactive Drama and Games

    Interactive drama has been discussed for a number of years as a new AI-based interactive experience (Laurel 1986; Bates 1992). While there has been substantial technical progress in building believable agents (Bates, Loyall, and Reilly 1992; Blumberg 1996, Hayes-Roth, van Gent, and Huber 1996), and some technical progress in interactive plot (Weyhrauch 1997), no work has yet been completed that combines plot and character into a full-fledged dramatic experience. The game industry has been producing plot-based interactive experiences (adventure games) since the beginning of the industry, but only a few of them (such as The Last Express) begin to approach the status of interactive drama. Part of the difficulty in achieving interactive drama is due to the lack of a theoretical framework guiding the exploration of the technological and design issues surrounding interactive drama. This paper proposes a theory of interactive drama based on Aristotle's dramatic theory, but modified to address the interactivity added by player agency.

    Scott Rettberg - 25.06.2013 - 14:39

  9. Synesthesia and Intersenses: Intermedia

    1965, Originally published in Something Else Newsletter 1, No. 1 (Something Else Press, 1966). Also published as a chapter in Dick Higgins, Horizons, the Poetics and Theory of the Intermedia (Carbondale, IL: Southern Illinois Univ. Press, 1984).

    Scott Rettberg - 29.06.2013 - 13:01

  10. Women Writers and the Restive Text: Feminism, Experimental Writing and Hypertext

    Women Writers and the Restive Text: Feminism, Experimental Writing and Hypertext

    Scott Rettberg - 30.06.2013 - 21:45

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