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  1. "To Larp, or Not to Larp?" Must Embodiment and Code Deployment Reinforce Systemic Injustice across Larp Platforms?

    Larps are a form of analog game in which participants co-create and collectively inhabit diegeses (Montola 2012, cf. Gennette 1980). Larp may also be thought of as a medium, and codic larps are a type of larp platform that use diegetic code (Steele 2016) to represent parts of the story, allowing conflicts about what happens next to be resolved through contests in which diegetic material has been congealed into code and rendered deployable. Codic larps offer a unique opportunity to teach and study code, and the analog nature of codic larp allows advanced engagements like platform modding to happen with fewer layers of technology to navigate than digital code platforms, ostensibly lowering the barrier of entry to coding, while allowing diegetic code to serve as a "boundary object" (Star and Griesemer 1989, Star 2010) through which scholars and professionals from many backgrounds may develop common language to engage in cross-codic critique.

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:19

  2. Git as Platform for Electronic Literature Authorware

    This paper outlines public archives of electronic literature authoring tools and technologies via git version control as a platform for decentralized organization, with a specific focus on current and proposed future uses of the GitHub platforms. How are the source code and tooling for creating electronic literature maintained currently preserved through public open source, and how might ELO initiatives and community best practices engage with them in the future?

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:25

  3. Epidemiology and Spatial Narrative : Scaffolds under the Pandemic - Confinement Spaces and Existential E-Narrative

    were forced into situations somewhere between Brazil and The Matrix, in which workspaces become the world. Also this evinced Paul Virilio’s notion of technological acceleration while confining to one spot (ZOOM!) undifferentiates the technologically enabled person without disabilities and the technologically au and the technologically augmented paraplegic (The Third interval).
    These existential effects led to my creation of a visualyl narratological immersive experience entitled Confinement Spaces, which consisted of 3D scans and renders of the UAE quotidian landscape, first of places immediately around me. But as I was able to expand my tr avels, more spaces were scanned in, creating a form of “narrative molecule” based on experience in the 1990’s with designer Roy Stringer’s Navihedron interface regime.
    In Confinement Spaces, six months of expanding explorations into iconic spaces of the United Arab Emirates as an allegory of confinement in space and the fracturing of reality as depicted by the glitches in the 3D scans.

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:35

  4. Emulating hypertext: a feminist, postphenomenological perspective

    This paper presents a feminist, platform-conscious approach to reading and preserving a work of early, pre-web electronic literature: Kathryn Cramer's short Storyspace hypertext fiction, "In Small & Large Pieces" (1994). Ensslin adopts a postphenomenological approach centered around Material Engagement Theory (MET), which was originally developed by cognitive archeologists and anthropologists to reflect the material significance of extended, embedded, embodied and enactive cognition, also known as "e-cognition" (Ransom and Gallagher 2020), for human development and subjectivity.

    Astrid Ensslin - 05.06.2021 - 21:50

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