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  1. Beyond Oral/Digital: Ghanaian Electronic Literature as a Paradigm for African Digital Textuality

    This dissertation speaks to a massive dearth of research in African electronic literature (African e-lit), a discipline that boasts a growing number of works but little scholarship. With African literature incorporating digital technology into its creative process, and with electronic literary criticism focusing on areas outside its predominantly western cannon, African e-lit positions itself as an important area of scholarly endeavor. After considering the implications of placing African e-lit as the direction in which both African literature and electronic literature take, this dissertation looks at three different genres of African e-lit in the context of oral literature. There are analyses of examples of concrete poetry, conceptual poetry, and mobile video games, all from Ghana. Ultimately, the aim of this project is to ascertain the ways in which oral tradition influences the nature, form, and shape of African electronic literature.

    Jill Walker Rettberg - 16.10.2018 - 23:20

  2. "Literature," Progress, and Monsters: What is Electronic Literature?

    Jacques Derrida famously asserts, “The future can only be anticipated in the form of an absolute danger. It is that which breaks absolutely with constituted normality” (Of Grammatology 5). When writing of the ‘future’ here, Derrida points to a way of thinking “beyond the closure of knowledge,” which is to say an absolute danger inasmuch as it betrays all that is by welcoming an unknown and as yet unthought is not. N. Katherine Hayles proclaims electronic literature the future of literature on the strength of its capacity to keep pace with a ‘new’ digital normality, to anchor a new structural center for 21st century literature and safeguard against an otherwise imposing and dangerous future for study in the humanities—a very different ‘danger’ than one to which Derrida alludes.

    Cecilie Klingenberg - 16.09.2020 - 11:07

  3. Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames

    Stories in released games are still based largely on static and predetermined structures, despite decades of academic work to make them more dynamic. Making game narratives more playable is an important step in the evolution of games and playable media as culturally relevant art forms. In the same way interactive systems help students learn about complicated subjects like physics in a more intuitive and immediate way than static texts, more dynamic interactive stories open up new ways of understanding people and situations. Such dreams remain mostly unrealized in released and playable games.

    Mads Bratten Myking - 16.09.2020 - 11:37

  4. From Corporeality to Virtual Reality: Theorizing Literacy, Bodies, and Technology in the Emerging Media of Virtual, Augmented, and Mixed Realities

    This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development.

    Odd Adrian Mikkelsen Prestegård - 17.09.2020 - 23:02