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  1. Electronic literature or digital art? And where are all the challenging hypertextual novels?

    Lack of new and challenging, interactive hypertextual fictions causes a continuously growing frustration among literary scholars like myself. While we are witnessing a growing and exciting field within digital poetry, and especially digital art as such, hypertextual fictions seem to have become part of and/or floating into interactive digital performance and installation artworks. Noah Wardrip-Fruin’s CAVE-work Screen and Camilla Utterback’s Text Rain are among digital artworks based on text and words. According to Roberto Simanowski in “Holopoetry, Biopoetry and Digital Literature” (2007), however, Utterback’s work in particular, must be seen as a work of digital art rather than literature, since its aim is not to be read but to be played with. So how much text, how many literary generic traits must a hypertextual fiction include to be called literature and not digital art?

    Jill Walker Rettberg - 18.06.2012 - 11:10

  2. The Presumed Literariness of Digital

    This presentation will challenge the current, too quickly determined relationship between
    the ‘literary’ and digital media. The presumed literariness of digital art--these days, anything
    from performance art to virtual sculpture work--muddles the already confused and meandering
    genre of electronic literature, leading away from acts of reading and remarking on text and its location in new media. Electronic literature began as a study of literary writing produced and
    meant to be read on a computer screen, opening up new possibilities for interactive and dynamic
    storytelling, utilizing the new medium’s ability for linking lexias. The literariness of this work
    is manifest: the work was primarily textual, the centrality of reading paramount. Textuality was
    at the heart of the work, thus the term electronic literature was appropriate and uncontested.
    Lately, ‘electronic literature’ is an umbrella-term for all things digital. A spectrum of genres
    and forms are included, among them video games, interactive fiction, digital art, and (virtual)

    Eric Dean Rasmussen - 19.06.2012 - 14:41