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  1. Grand Text Auto

    A group blog about computer narrative, games, poetry and art. From 2003-2009 operated as a collective effort on a single blog, now pulls conent from individual and institutional blogs of the contributors. Grand Text Auto also had two collective gallery shows of electronic literature and digital art, at the Beall Center for Arts and Technolgoy at UC Irvine (2007) and the Krannert Center at the University of Illnois (2009).

    Scott Rettberg - 14.04.2011 - 00:27

  2. Jason Nelsons hemmelige teknologi

    En diskusjon av Jason Nelsons arbeid og absurdist estetisk.

    Scott Rettberg - 25.03.2012 - 21:27

  3. Disasters Natural and Digital: The Secret Technologies of Jason Nelson

    English version of "Jason Nelsons hemmelige teknologi" published in Vagant 2/2010.

    A discussion of Jason Nelson's work and absurdist aesthetic.

    Scott Rettberg - 25.03.2012 - 21:50

  4. The ELO and Two E-Lit Exhibits

    After introducing the Electronic Literature Organization and some ways to
    characterize the concept of e-lit, I describe two small exhibits that
    worked well by taking the opportunities offered by two different contexts:

    Codings, an exhibit at the Pace Digital Gallery, Pace University, New
    York. Curated by Nick Montfort. Featuring work by Giselle Beiguelman;
    Commodore Business Machines, Inc.; Adam Parrish; Jörg Piringer; Casey
    Reas; and Páll Thayer. Gallery directors, Frank Marchese and Jillian
    Mcdonald. February 28 - March 30, 2012.

    Games by the Book, an exhibit at the Hayden Library, MIT, Cambridge,
    Massachusetts. Curated by Clara Fernández-Vara and Nick Montfort.
    Featuring work by Douglas Adams, Steven Meretzky, and the BBC; Charlie
    Hoey and Pete Smith; Jon Thackray and Jonathan Partington; and the
    Singapore-MIT GAMBIT Game Lab. September 7 - October 8, 2012.

    Jill Walker Rettberg - 02.11.2012 - 18:08

  5. Eviscerating the Antiseptic (Interview with Jason Nelson)

    Jason Nelson is a renegade geographer of glitch labyrinths: irreverent and lucid, his net-art poetry-games ( secrettechnology.com/ ) have enchanted (and annihilated) millions of (daunted and demented) surfers.

    In Nelson's poem-games, language coalesces into ricochet gif-licking flash-taunts which challenge poetry's traditional layout, rhyme, sanity and meter. Each reader must writhe and compete in order to unlock new verses and levels.

    These interface contortions obscure an ambivalent misanthropic visionary, which is a mere overlay to a deeper humanity, engaged with the tragedy of the lost human, adrift in a universe of demands, pressing buttons like a bitter rabbit hunting stars.

    Interview 2013-06-21 ELO Morgantown.

    (Source: David Jhave Johnston, Vimeo)

    Scott Rettberg - 12.02.2013 - 13:39

  6. Writing Digital Media

    There has been quite a bit of debate about the relationship between games and fiction, with important discussions in Wardrip-Fruin and Harrigan's First Person, Jesper Juul's Half-Real, Marie-Laure Ryan's Avatars of Story, and others.  In parallel with this, a number of electronic literature authors have been creating games -- or at least playable experiences -- that have as their focus and reward for play an experience of story, such as Mateas and Stern's Facade, Emily Shorts Galatea, and Stuart Moulthrop's Pax.

    Audun Andreassen - 03.04.2013 - 15:32

  7. Minecrafted Meaning: The Rhetoric of Poetry in Game Environments

    This essay is a synopsis of my fourth chapter from my dissertation. My research consists of game-poems and how they fundamentally alter the experience of “reading” poetry. Ultimately, my argument is that poetic experience is no longer initiated by text, but by the kinetic, audible, visual, and tactile functions in the digital environment that I label as trans-medial space; in effect, these functions sustain the poetry experience, and, thus, require the reader/user of the poem to play, rather than read, as a new form of “reading” the digital game-poem in order experience and interpret a poem’s meaning.

    Jill Walker Rettberg - 28.06.2013 - 09:05

  8. Towards the Recognition of the Shell as an Integral Part of the Digital Text

    Although the theory of hypertext fiction does not regard the Shell as a text, writers of digital fiction, have long started to blurr the boundaries between the Reader and the “main” text. Both interpreters of (fictional) hypertexts and pt-ogrammers of hypertext-environments need to acknowledge this fact in order to accomodate current wrltlng practices.

    Jill Walker Rettberg - 28.06.2013 - 14:44

  9. Ce livre qui n'en est pas un: le texte littéraire électronique

    Un texte littéraire électronique est écrit en code et ne peut exister sous forme imprimée. C’est une forme spécifique qui existe depuis la création dans les années 1970 des jeux d’aventures textuels (Willie Crowther et Don Woods, Adventure). Elle s’est développée de par l’exploitation de liens hypertextuels (Shelley Jackson, Patchwork Girl), d’éléments hypermédias, et s’oriente à présent vers la sophistication croissante des moyens mis en œuvre pour que le lecteur participe à la création de l’œuvre (Stuart Moulthrop, Pax). Le rapport entre jeux et textes reste très fort, au point que certains arguent que les jeux d’ordinateur actuels sont des œuvres littéraires électroniques. La forme est hantée par la fragilité de ses supports, et son économie semble reposer sur la gratuité.

    Jill Walker Rettberg - 02.07.2013 - 15:10

  10. Explorations of Ergodic Literature: The Interlaced Poetics of Representation and Simulation

    The transformation of interface from a merely indicative tool of navigation to a suggestive element infused with metaphorical power in text-based hypertext literature, and the incorporation of hypermedia and modes of play and games into the hypertext scenario--both strains are gradually winning attention in electronic writing. Topics such as the clarification of paidia (play) and ludus (game) constituents, their formal impact on literature, and the comprehension of the aesthetic matrices projected by the symbiotic infusion of literature, play and games, have been posited, creating a new node in the network of literary studies. In order to explore these fertile new fields, this paper first assigns itself to a survey of interface design and a formal observation of play and games in samples of electronic literature. Furthermore, the paper is focused on the interlaced poetics of representation (narrative) and simulation (paidia / ludus) in literary hypertext, play and games (together to be occasionally called, cybertext or ergodic literature, both terms taken from Espen P. Aarseth). It is hoped that the paper can bring more poetical recognition to digital textualities.

    Patricia Tomaszek - 03.10.2015 - 16:03

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