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  1. Hyperworks: On Digital Literature and Computer Games

    This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of "hyperworks" refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e. game studies), sociology of literature, textual criticism, media theory, and new media studies. This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts.

    Jill Walker Rettberg - 14.02.2011 - 14:38

  2. Travels in Cybertextuality. The Challenge of Ergodic Literature and Ludology to Literary Theory

    The dissertation’s main point of departure is the clash between explicit and implicit presuppositions, conceptualisations and generalisations in print-oriented literary theoretical paradigms and a plenitude of empirically verifiable anomalies and counter-examples to them found in digital and ergodic works of literature. The behaviour of these counter-examples is explained by cybertext theory that addresses the often neglected issue of the variety of literary media. Both the empirical counter-examples and the empirically verifiable differences in the behaviour of literary media allow us to expand and modify literary theories to suit not just one traditionally privileged media position but all of them. Therefore, in the first half of the dissertation, literary theory and narratology are viewed and modified from the perspective of slightly revised cybertext theory. In this process theories of ergodic and non-ergodic literature are integrated more closely and several so far non-theorized ways of manipulating narrative time, regulating narrative information, and generating narrative instances are located and theorized.

    Scott Rettberg - 13.12.2012 - 21:45

  3. The materialities of close reading: 1942, 2009

    Today, we not only see video games and online role-playing games interpreted, in print-based scholarly journals, by way of classical literary and narrative theory (to the dismay of the radical ludologist), but we also see the inverse: classical novels interpreted by way of role-playing games staged in computerized, simulated environments (as in Jerome McGann's IVANHOE Game). The use of classical theory for the study of contemporary video games and video games for the study of classical literature, however, does not necessarily mean that we now inhabit a mixed up muddled up shook up literary-critical world. In fact, these examples might mark opposite sides of a continuum of critical practice, and underscore the logic of analyzing a text in a given medium with the tools of a different – and complementary – medium.

    Audun Andreassen - 20.03.2013 - 09:54

  4. Imersão e Interactividade na Ficção Digital

    A presente tese de doutoramento é dedicada a uma forma de contar histórias com cerca de três décadas de existência. Recém-chegada ao horizonte literário, a ficção digital começou por definir-se através de uma contraposição face ao livro impresso. A transgressão da linearidade e a tentativa de reduzir a presença autoral no texto, foram tornadas em características fundamentais desta forma literária. As primeiras obras de ficção digital eram descritas como objectos fragmentados que continham lexias interligadas através de hiperligações. Esta estrutura tinha como objectivo oferecer liberdade de escolha ao leitor e uma maior participação na construção do texto. No entanto, a expansão da World Wide Web e a emergência de novo software e de novos dispositivos permitiram a criação de experiências adicionais de leitura e de escrita. A tecnologia possibilitava a introdução de novas formas de contar histórias, mas também novos paradigmas. A hiperligação acabaria por ser substituída por novas ferramentas de navegação e a divisão em lexias acabaria por dar lugar a novos tipos de organização textual.

    Daniela Côrtes Maduro - 20.09.2016 - 14:29