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  1. Digital Narrative and Temporality

    We sometimes hear it said that our relationship with time has been altered. In companies and administrations, the adoption of New Management strategies means that employees feel themselves subjected to ever increasing urgency and stress. The “FOMO Syndrome,” the anxiety generated by our fear of missing out on something in a world in which we are exposed to a constant flow of information and access to other people’s narratives (or at least to their stories), is a phenomenon inherently linked to the digital environment. The Covid-19 crisis has no doubt accentuated this tendency, with its injunction to stay increasingly connected (particularly to social media and video conferencing platforms), and to immediately respond to digital notifications and sollicitations on a 24/7 basis.

    Milosz Waskiewicz - 25.05.2021 - 15:32

  2. Transformative Reading and Writing Synthetic Archives with Language Models

    This paper reflects on Electronic Literature projects I created between 2017 and 2020 through interrogating how each project collaborates with an increasingly complex non-human component. Riffing off of Donna Haraway's concept of "significant otherness" and making kin, I speculate on the differences in the significance of the otherness that is engaged with in projects using methods based on combinatorics/chance, statistical models, and vector semantics (contemporary neural-network based language models like GPT-2). While recognizing that each approach involves a reduction in human agency, this reflective paper focuses on the increasing complexity to which this agency is relinquished and how to deal with presenting this relationship between human and non-human actors. Culminating in a series of projects using OpenAI's GPT-2, the need for a self-reflexive "transformative reading interface" is introduced as a concrete instantiation of Katherine Hayles' concept of a "technotext." A transformative reading interface links a corpus of text to text generated by a language model based on that corpus.

    Milosz Waskiewicz - 25.05.2021 - 15:37

  3. A narrative approach to ambient literature: embodied spoken monologue and enhanced interactional metalepsis

    This paper will focus on “ambient literature” (Abba, Dovey, Pullinger 2020) as a kind of tradition-inspired literature of the future. Thus I will propose to look critically at traditional theoretical concepts and devices and analyse how apply them to characterise and realise such reading experiences. My starting point will be enhancing the concept of interactional metalepsis (Bell 2016 or Bell, Ensslin and Rustad 2014), then I will go for proposing the concept of “embedded dramatic monologue”, a form of narration built upon tradition and useful in creating immersive ambient reading experiences.

    Lene Tøftestuen - 25.05.2021 - 16:04

  4. Distributed Memories: CompuServe’s Gamer’s Forum and the Halcyon Days of the Adventure Game Toolkit

    This paper shares the story of the rise and fall of The Adventure Game Toolkit (AGT), a Pascal-based design system written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). It was the leading platform for parser-based interactive fiction in the late 1980s and early 1990s, with Text Adventure Development System (TADS) as its upstart competitor. The use of these early (pre-Graham Nelson’s Inform 6) parser-based interactive fiction platforms was supported by an annual AGT contest, and a design community that stayed in touch through BBS-communities, the largest of which was Compuserve’s Gamer’s Forum. Malmberg ceased to support AGT in 1992, (the final release was AGT 1.7) but the contest continued until 1994. The competition was rebranded under new management, and with an expanded community and continued on as the Interactive Fiction Competition, (which has been run since 2016 by the Interactive Fiction Technology Foundation).

    Lene Tøftestuen - 25.05.2021 - 16:22

  5. Platforming Inclusivity: Blaseball and an inclusive vision of browser games

    Blaseball, a fantasy baseball simulator developed by The Game Band, took 2020 by storm, quickly developing from a niche web game to an legitimate cultural phenomenon, including a whole catalogue of fan-created merchandise, more than a dozen albums of music, including a musical, and a dedicated following of players from around the world. Much of the attraction of the game comes from the passionate involvement of the fans and the openness The Game Band have shown to players making the game their own.

    Lene Tøftestuen - 25.05.2021 - 16:36

  6. Lab-yrinthe: an online laboratory to observe children’s e-lit and support digital literacy

    Recent researches have revealed some of the factors that seem to hinder both the production of digital literary contents for young readers and their diffusion in the school context. Within the framework of the project led by Nathalie Lacelle (2017-2020) and dedicated to accompanying the development of digital children’s publishing initiatives in Quebec, three major issues have particularly emerged:
    - a lack of knowledge about the current editorial offer, by educators, librarians and, more generally, by common readers;
    - a difficulty in including e-literary creations in the school canon and in conceiving pertinent educative materials, that seems to be mostly provoked by an unfamiliarity with the poetics and the rhetoric of digital texts;
    - a lack of understanding, by creators and publishers, of the young readers’ psycho-cognitive and affective specificities, as well as of the constraints and conditions that define the school reading process.

    Lene Tøftestuen - 25.05.2021 - 16:46

  7. Lyric Recollection and the Preservation of Ephemeral and Social Elit

    Though not an ideal solution, lyric reflection can be a significant method of preserving electronic literature. Having lost Flash, one solution is mimetic: a technical project resulting in a faithful copy of the original work, allowing the work to be experienced in all its particularity and interactivity. Failing that, footage, screenshots, and thorough, plainly descriptive writing can make a long-term accessible record so that at least that space in the genre’s history can be seen and understood by future generations. What happens, however, when a work a work features elements of ephemerality? On a computational level, this can happen to a far greater degree than with a traditional print book. Outside of rare tragedies, we can retrieve an old text from the archives, but we cannot retrieve the experience of, for instance, Multi-User Dungeons in the late 1990s. Lyric recollection, however, provides a literary model for securing something very close to the experience of the work.

    Lene Tøftestuen - 25.05.2021 - 16:56

  8. The Fugue * book: when platforms don’t let us escape literature

    Anton Ferret, author of the E-Lit work The Fugue* book, will present a reflection on the technological and creative part of it, all that can be done well working with platforms and taking advantage of their own intrusion into the data and all that it means to lose it by the cultural and technological change that has meant the greater awareness for privacy. Oreto Doménech, a researcher in digital literature, will focus on the reception: on how this literary work reconfigures the platforms through which it’s expressed and on how fiction itself uses the platforms to build a metadiscursive reflection on the literature inserted in the historical and social fact.

    Lene Tøftestuen - 25.05.2021 - 17:09

  9. On Reading and Being Read in the Pandemic: Software, Interface, and The Endless Doomscroller

    A primary interface pattern of contemporary software platforms is the infinite scroll. Often used to deliver algorithmically-selected personalized content, infinitely scrolling feeds are one of many design decisions seen as responsible for compulsive use of social media platforms and other information-rich sites and apps. During the COVID-19 pandemic, a time marked by a substantive increase in time spent online, the infinitely scrolling feed has been implicated in a new negative pattern: “doomscrolling.” Doomscrolling refers to the ways in which people find themselves regularly--and in some cases, almost involuntarily--scrolling bad news headlines on their phone, often for hours each night in bed when they had meant to be sleeping. While the realities of the pandemic have necessitated a level of vigilance for the purposes of personal safety, doomscrolling isn’t just a natural reaction to the news of the day—it’s the result of a perfect yet evil marriage between a populace stuck online, social media interfaces designed to game and hold our attention, and the realities of an existential global crisis.

    Lene Tøftestuen - 25.05.2021 - 17:21

  10. "Swipe Night is Fun, but Useless” An Analysis of Tinder’s Swipe Night, an Interactive Foray in Online Dating

    Electronic literature and computer games share a common history beginning from the earliest adventure games (Rettberg 87). As both the “technological platforms” that host electronic literature and games, and the “social contexts” that inform them evolve, so does the content, gameplay, and types of interactions they facilitate (Rettberg). The development of the Tinder platform and other mediated dating applications has precipitated the incorporation of interactive fiction games into the dating experience.

    Lene Tøftestuen - 25.05.2021 - 17:46

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