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  1. The International Interactive Fiction Community

    In this talk, I describe some details of how these communities have functioned over the years: What forums, chat systems, publications, competitions, directories, archives, and other sorts of institutions and traditions are used to build new aesthetic appreciations of IF, to enable people to learn more about programming, design, and writing, and to to connect IF authors and players. My analysis, which draws on my experience as a member of “the IF community” while also considering online artifacts and discourses could be helpful in other electronic literature communities. It will also consider how existing community activity could help to connect IF more effictively with poets, fiction writers, artists, and and others who work in creative computing.

    Patricia Tomaszek - 15.10.2010 - 16:51

  2. All Tomorrow's Parties

    A plenary presentation for the biennial conference of the Electronic Literature Organization focused on the circumstances of the founding of the organization and on the work of novelist Robert Coover on the occasion of his retirement from teaching, delivered in a scripted and parodic style appropriate to the subject. Co-presented with Rob Wittig.

    Scott Rettberg - 26.02.2011 - 15:59

  3. Creative Communities: Nooks, Niches, and Networks

    Creative Communities: Nooks, Niches, and Networks

    Eric Dean Rasmussen - 08.09.2011 - 16:38

  4. Electronic Authorship, Collaboration, Community, and Practice

    Community has been a central focus of my career in the field of electronic literature, particularly in helping to shape and structure the Electronic Literature Organization, a USA-based nonprofit organization central to the field, and more recently as project leader of ELMCIP: Electronic Literature as a Model of Creativity and Innovation and Practice. I consider practical research and artistic community development vital to the creation of a persistent environment that enables network-based creative communities. When creative communities and research communties are not geographically co-located, institutional identities, online publications, directories, and knowledge bases, and in-person conferences, festivals, and events provide for a kind of floating agora that enables creative community to thrive across borders.

    Eric Dean Rasmussen - 08.09.2011 - 16:45

  5. Communitizing Electronic Literature

    Electronic literature is an important evolving field of artistic practice and literary study. It is a sector of digital humanities focused specifically on born-digital literary artifacts, rather than on using the computer and the network to redistribute, analyze, or recontextualize artifacts of print culture. Works of electronic literature appeal to configurative reading practices. The field of electronic literature is based on a gift economy and developing a network-based literary culture built on the collaborative practices of a globally distributed community of artists, writers, and scholars. This article situates the development of the field of electronic literature within academe, some of the institutional challenges currently confronting the field, and its potential for further development.

    Source: author's abstract (dhq)

    A draft version of this article was presented as "Communitizing Electronic Literature" at the 2008 ELO Conference.

    Patricia Tomaszek - 24.08.2012 - 15:56

  6. The Generative Literature Project & 21st Century Literacies

    In Fall 2014 I taught a “special” version of my “Writing Electronic Literature” course. Throughout this class my students received an overview of established and emerging forms of Electronic Literature including hypertext fiction, network fiction, interactive works, and digital poetry. Students read, analyzed, and composed a variety of emerging genres of Electronic Literature. Yet what was unique to this particular iteration of my E-Lit class was that my students contributed to a transmodal generative novel to be published in late 2015 by the academic journal Hybrid Pedagogy. The idea of a generative novel is one that can be traced to the OuliPo group (Ouvroir delittérature potentielle) in France. According to the OuliPo website, the generative writer is “un rat qui construit lui-même le labyrinthe dont il se propose de sortir” (trans. “a rat who builds the maze he wishes to escape”). In this understanding of art and literature, the idea of creation, especially literary creation, is one of wordplay and gameplay. Therefore, the generative novel is, in itself, a game – one of interplay between people, cultures, and institutions.

    Hannah Ackermans - 16.11.2015 - 10:21

  7. Fandom Vs. E-Lit: How Communities Organize

    “E-literature”, as defined by the ELO, is a fairly sweeping term. Any sort of “born digital” text can potentially be claimed as “e-lit”: video games, works of interactive fiction, fan fiction, et cetera. As a scholar, it is tempting to dragoon a favorite text, to bring it into an e-lit context. But to do this is to ignore the differences in the communities that supported these texts’ creation. Similarly, it is tempting to declare the “end of e-lit,” since so much e-lit can also be framed as fan fiction, video art, games, etc., but to do this is to ignore the impact of the e-lit community and its structure.

    Hannah Ackermans - 16.11.2015 - 11:23

  8. The Heaviness of Light

    Este texto explora as implicações materiais da leitura e escrita eletrónicas no Antropoceno. Faz isso examinando brevemente as consequências que a produção e o uso de dispositivos eletrónicos têm nos ecossistemas e nos contextos sociais. São oferecidas diferentes perspetivas sobre como um leitor ou escritor pode lidar com os efeitos negativos dos sistemas sociotécnicos: contenção, consciência farmacológica e sentido de comunhão. Tais perspetivas podem ser transformadas em ferramentas de leitura e escrita para o Antropoceno que permitam aos leitores e escritores de literatura eletrónica integrar a noção de comunidade alargada, ou seja, de uma cumplicidade íntima e paradoxal com humanos e não humanos próximos e remotos, convidando-os a entrar no texto digital.

    Fonte:
    (1) (PDF) The Heaviness of Light. Available from: https://www.researchgate.net/publication/332523774_The_Heaviness_of_Light [accessed Oct 01 2019].

    Kristina Igliukaite - 01.10.2019 - 13:46

  9. ELO Salons: Beyond 2020

    First proposed by Annie Abrahams and Deena Larsen at the 2019 ELO Conference in Cork, the ELO Salons initially comprised 10 online sessions on the second Tuesday of every month from February to November 2020. The sessions encompassed close readings and ensuing discussions, collaborative writing experiments, ontological examination of elit, and approaches to increasing elit accessibility and archivability. Each session has been led by a different attendee, recorded, and archived. Conceived by Deena Larsen as "almost like an extended family, which has a core group of people that participated and could function online”, the Salons have been a point of brightness in an extremely difficult year for many.
     

    Milosz Waskiewicz - 27.05.2021 - 16:31

  10. Community Storytelling: Beyond the Table and onto the Digital Green

    Tabletop Role-Playing Games (ttrpgs) are games of communal storytelling. These gameworlds exist in the minds of players who collectively populate them with people, events, and histories. Traditionally played in-person, groups found themselves hard hit when social-distancing rules came into effect. While some went on hiatus, others took to the web to continue their sagas. For some, this was an uphill battle of new technology and social norms. For others, the move was trivial as ttrpgs in fact existed online even before the pandemic.
     

    For this panel, we take for granted that playing ttrpgs is an act of oral literary production. We talk about the ways this storytelling – once done cooperatively but semi-privately – has grown beyond the table through various internet platforms to include a much larger production base. We will also cover the ways platforms have enhanced the building aspects of ttrpgs – the building of community, worlds, and narratives. Our panelists are as follows.
     

    Milosz Waskiewicz - 27.05.2021 - 17:08