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  1. Theatricality in the midst of a pandemic: An assessment of artistic responses to COVID-19 pandemic in Zimbabwe

    This article examines theatre as a creative journalistic media deployed by theatre practitioners to map experiences of Zimbabweans during the COVID-19-induced lockdown. When the first positive case of COVID-19 was reported in March 2020, the Zimbabwe government, like many other countries, responded by introducing restrictions for public gatherings and ultimately a lockdown including arts events. Yet, theatricality has refused to capitulate. Artists re-invented their theatre productions into theatrical comic and satirical works posted on various social media platforms, in an effort to make sense of the pandemic, bring laughter and address a serious complex situation. We examine how artists deployed theatre to journal, capture and document the citizen’s collective experiences during the COVID-19 pandemic lockdown, for both the present and posterity. We are specifically interested in analysing the different ways art is deployed to provide entertainment, a broader understanding and awareness of the social, psychological and economic impact of COVID-19 for the present and future generations.

    Jill Walker Rettberg - 08.06.2022 - 23:36

  2. Third Generation Electronic Literature and Artisanal Interfaces: Resistance in the Materials

    Third Generation Electronic Literature and Artisanal Interfaces: Resistance in the Materials

    Shanmuga Priya - 11.06.2022 - 18:43

  3. First and Second Waves of Indian Electronic Literature

    In her seminal book Electronic Literature: New Horizons for the Literary (2008), Katherine Hayles historicizes electronic literary works as first generation and second generation published before and after the advent of Web respectively. In addition to this, Leonardo Flores, in his essay “Third Generation Electronic Literature” (2019), defines three waves of electronic literature. He discusses the electronic literary works, which are mostly hypertext, kinetic and text-based, published between 1952 and 1995 as first generation, the multifaceted features of second generation works started after the rise of Web in 1995 and continues to the present. Third generation works encompass of social media networks, apps, mobile and Web API services began around 2005. These works have made important contributions to understanding the field of Western electronic literature. On the other hand, scholars have discoursed about the non-western electronic literary works and emphasised about their generations.

    Shanmuga Priya - 11.06.2022 - 21:46

  4. Looking Back while Moving Forward: The Case of Concrete Poetry and Sankofa

    This article considers the intersection between African oral tradition and electronic literature by exploring the potential of Sankofa to interact with concrete poetry in an electronic space. Sankofa is an example of the Adinkra, a set of symbols that were originally created and used by the Akan in West Africa. These symbols have literary value which this article looks at in ways similar to concrete poetry; examining Sankofa as concrete poetry in an electronic context enables a simultaneous dovetailing with as well as convergence from oral and print based modes of engaging with the text: aspects of oral tradition influence this exploration. 

    Jill Walker Rettberg - 27.06.2022 - 18:53

  5. Thirteen Ways of Looking at Electronic Literature, or, A Print Essai on Tone in Electronic Literature, 1.0

    This experimental essai is written in performative awareness of the challenges of tone in electronic literature. It is a developing piece and will appear in writethroughs, readthroughs, playthroughs (the sous rature mark seems appropriate) elsewhere.2

    Shanmuga Priya - 28.06.2022 - 00:18

  6. Close Reading of Stephanie Strickland, Cyntia Lawson Jaramillo and Paul Ryan’s slippingglimpse

    Close Reading of Stephanie Strickland, Cyntia Lawson Jaramillo and Paul Ryan’s slippingglimpse

    Maya Zalbidea - 04.07.2022 - 14:26

  7. The Possibilities of Illness Narratives in Virtual Reality for Bodies at the Margins

    Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.

    Astrid Ensslin - 31.08.2022 - 13:39

  8. Developing a Choice-Based Digital Fiction for Body Image Bibliotherapy

    Body dissatisfaction is so common in the western world that it has become the norm, especially among women and girls. Writing New Body Worlds is a transdisciplinary research-creation project that aims to address these issues by developing an interactive digital fiction for body image bibliotherapy. It is created with the critical co-design participation of a group of young women and non-binary individuals (aged 18–25) from diverse backgrounds, who are representative of its intended audience. This article discusses how our participant research influenced the creative development of the digital fiction, its characters and its novel ludonarrative or story-game design. It theorizes how the specific affordances of a choice-based interactive narrative, that situates the reader-player in the mind of the fictional protagonist, may lead to enhanced empathic identification and agency and, therefore, a more profoundly immersive and potentially transformative experience.

    Astrid Ensslin - 31.08.2022 - 13:49

  9. Digital Literary Creative Practice and COVID-19

    Digital Literary Creative Practice and COVID-19

    David Wright - 22.02.2023 - 12:15

  10. Digital Orihon (デジタル 折り本): The (un)continuous shape of the novel

    Digital Orihon (デジタル 折り本): The (un)continuous shape of the novel

    David Wright - 22.02.2023 - 12:18

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