Search

Search content of the knowledge base.

The search found 6 results in 0.607 seconds.

Search results

  1. Interactive Fiction Communities: From Preservation through Promotion and Beyond

    The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online.

    Eric Dean Rasmussen - 23.03.2012 - 07:24

  2. Mimesis: An Integrated Social Networking Application and Computer Game for Exploring Social Discrimination

    Game characters and social networking profiles potentially can be used to help people better
    understand others’ experiences. However, merely customizing graphical representations and text
    fields is insufficient to convey actual identity experiences. As a step toward conveying richer
    identity experiences, we implemented an interactive narrative game for iOS called Mimesis to
    allow players to explore identity phenomena associated with discrimination. Mimesis is an
    outcome of the NSF-supported Advanced Identity Representation (AIR) Project (Harrell,
    Principal Investigator) to develop new computational identity technologies informed by theories
    of cognitive categorization and social classification. An ICE Lab interactive narrative platform
    called GeNIE is used to implement the game. We propose to present and discuss Mimesis.

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 20.06.2012 - 15:10

  3. Flâneur, a Walkthrough: Locative Literature as Participation and Play

    This paper presents an experiment in facilitating public contributions to an experimental system for locative literature called textopia. Discussing approaches to collaborative writing and the relationship between games and art, the paper presents the development and testing of a game designed to foster participation in the system. The game is based on the recombination of found texts into literary compositions, integrating the act of exploring the urban environment into the act of writing, as well as into the medium that is studied. Resulting texts are read as a form of situated, poetic documentary reports on the urban textual environment. The experiment also draws attention to the importance of live events in building a literary community.

    (Source: Author's abstract)

    Patricia Tomaszek - 29.04.2013 - 16:05

  4. Netprov: Elements of an Emerging Form

    While improvisational theater has a well-documented history, the role of improvisation on the Internet has been only the topic of passing speculation (Laurel; Murray), either applied metaphorically to the user interface or in speculation on the nature of computer-mediated textual exchange particularly in the context of identity formation (Turkle). While improvisation is deeply connected to the authorial practices of players of MMORPGs and their MOO precursors (LaFarge) and to players of story-generation games such as Jason Rohrer’s “Sleep is Death” and to participants in ARGs, we are specifically interested in text-centered improvisation that has as its goal the creation of a narrative or narrative world, rather than primarily the development of a game experience.

    Scott Rettberg - 25.06.2013 - 14:30

  5. "A Machine Made of Words by a Machine Made of Numbers"- Authorial Presence in Niemi’s Stud Poetry

    Primary Text: Marko Niemi’s Stud Poetry, a demo of which would run during the presentation.

    The paper opens with a brief discussion of the inherently conservative nature of the ELO’s definition of electronic-literature and the critical tendencies which this encourages. It has a strong focus on those critics who identify the forms which electronic literature has taken as an extension of modernist experimentation in the Twentieth Century, while disregarding the new possibilities which programmable media furnishes the poet with.

    These possibilities are manifest in Niemi’s Stud Poetry, a text which has been consistently overlooked since its publication, perhaps because it presents a challenge to the dominant critical trends. Stud Poetry cannot fully be understood in terms of print-based modernist experimentation, Dada or Burroughs, because it would be impossible to achieve without a computer program. Niemi wrote the code which ‘writes’ each poem/game.

    Jill Walker Rettberg - 23.08.2013 - 12:24

  6. Captivating Choices: Reconciling Agency and Immersion

    Captivating Choices: Reconciling Agency and Immersion was a presentation held at the 2012 ELO conference under the category: Games, Algorithms and Processes

    Ole Samdal - 24.11.2019 - 19:26