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  1. Passage

    Passage is a very short art game about life and death and the passage of time. It is intended to be played before you read anything about it, so it is recomended to play it before you read more about it.

    (source: necessarygames.com)

    Meri Alexandra Raita - 03.03.2012 - 19:10

  2. Evidence of Everything Exploding

    The third part of Jason Nelson's artgame trilogy.

    Video games are a language, a grammar or linguistics of various texts. The sounds, the movement, the graphics, the rules or lack of rules, everything about a video game is a component of language.  A digital poetry game must combine all these elements, strange and interactive stanzas, crossed out and obstructed lines, sounds and texts triggered and lost during the play.  Indeed the game interface becomes a road to inhabiting the digital poem, to coaxing the reader/player into living and creating within the game/poetry space.

    Scott Rettberg - 25.03.2012 - 21:26

  3. Zork 1: The Great Underground Empire

    The first part of the bestselling Zork trilogy, and a close descendant of Adventure, the first work of interactive fiction or text adventure game as the genre was known at the time. Zork I was Infocom's first game, and sold 378,987 copies by 1986. Similarly to Adventure, the game unfolds in a maze-like dungeon, where the user (or adventurer) must battle trolls and solve puzzles in order to find twenty trophies to bring back to the house outside which the game begins. 

    Jill Walker Rettberg - 26.03.2012 - 10:09

  4. The Reading Glove

    The Reading Glove is the first component of a research program called the TUNE Project (Tangible, Ubiquitous, Narrative Environment). Karen and Josh Tanenbaum describe TUNE as a story, a space, a game, and a research instrument that investigates questions of interactive narrative, player modeling, adaptivity, and tangible embodied interaction.

    The Reading Glove itself has gone through several iterations. Version 1.0 consisted of a wearable RFID-enabled glove and tagged objects that allowed readers to experience an interactive narrative by picking up objects that have been augmented with story fragments.  There is a video of Reading Glove 1.0 and details of the design process on our blog.

    Jill Walker Rettberg - 07.04.2012 - 14:22

  5. The 4th Search

    An email invites readers to visit a website. The website explains that the narrator is searching for his own replacement. The job to be filled is not explicitly described, but is implied to be extremely important: "While I cannot tell you the specifics of this arrangement, I can say my daily tasks are vital to everything. And by everything I mean exactly what the word implies. Without the simple and reoccurring tasks I complete, what you know now will no longer be." The questionaire, which is created in Google Forms, is extremely long and contains many bizarre questions which can possibly be read in a way that will provide a more complete story. 

    Jill Walker Rettberg - 24.04.2012 - 22:12

  6. Zombies, Run!

    This is a narrative running app, activated when you take your smart phone for a run. Players take on the person of ‘Runner 5,’ a scavenger in the app’s post-apocalyptic setting; their running playlist is sporadically interrupted by voice-recorded messages from other survivors, leading them to nearby supplies or warning them of approaching zombie hoards – so that half-hearted runners know that it’s time to pick up the pace. Narrative fragments are embedded between songs, and timed so that a story arc of 4-5 episodes will complete every twenty minutes, and that each subsquent fragment ends with a hook so the runner-reader will want to return for more. The narrative is locative but works anywhere, providing a fictional layer on top of an actual map of your surroundings where you can collect supplies and medicines, and where you must avoid zombies. The first season consists of 24 twenty minute episodes and there are plans for a second season. 

    Jill Walker Rettberg - 24.04.2012 - 22:40

  7. The Dead Tower

    Explore a dark, mountainous landscape dominated by a gigantic tower. 

    Set in a dark and abstract dream world that revolves around a crashed bus, the atmospheric literary game environment The Dead Tower can be freely explored at full-screen with the mouse and keyboard. Leonardo Flores says about the project: “This narrative poem is arranged on a darkly atmospheric virtual world designed to both creep you out and pull you in…“. Like the proverbial moth, the reader’s attention is drawn towards the brightest things around: white words float in the air, static or rotating. And the lines of mezangelle verse both heighten the dread by telling fragments of a ghostly narrative prefigured by the bus crash site the reader finds herself in and soften the tone with hints about the interface that nudge the fourth wall. (Source: GalleryDDDL description)

    Andy Campbell - 15.07.2012 - 19:03

  8. Fields of Dreams

    This literary game which can be equally used to create prose and verse is a tribute to the Surrealist parlor game known as the “exquisite cadaver” and the paper-based Mad Libs created by Roger Price and Leonard Stern in 1953 (for more details, read Montfort’s introduction to the Literary Games issue of Poems that GO). This program originally created in Perl allows people to create texts and tag words to become “dreamfields.” When someone blindly fills in the dreamfield, it reconstructs the text with the reader’s input. (Source: Leonardo Flores, I ♥ E-Poetry)

    Scott Rettberg - 16.10.2012 - 15:38

  9. Mystery House Taken Over

    The Mystery House Advance Team has reverse engineered Mystery House, the first text-and-graphics adventure game. Members of the Advance Team have reimplemented it in a modern, cross-platform, free language for interactive fiction development, and have fashioned a kit to allow others to easily modify this early game.

    Modified versions of Mystery House have been created by the elite Mystery House Occupation Force, consisting of individuals from the interactive fiction, electronic literature, and net art communities:

    Scott Rettberg - 25.10.2012 - 12:16

  10. Epitaph Gertrude Stein

    Rules of the game. An international epitaph is to be created in honour of Gertrude Stein, who died on 27 July 1946. The subject prescribed for this international epitaph is the last (No. LXXXIII) of the Stanzas in meditation ("Why am I if I am..."). We are looking for textual, audio and grafic elaborations of the theme. The texts should, like the prescribed stanza, consist of fourteen lines/verses. The last verse must read: These stanzas are done. It is left to the individual author wether he/she follow the structure of the prescribed stanza by Gertrude Stein (diminishing/increasing length of line, rhymes, etc.) or react to other texts of the Epitaph in free association. The text should at any event be written in the author's mother tongue and if possible accompanied by the rough translation or a free version in German. The audio creations must for technical reasons be noted in letters. Graphic contributions should not exceed to format 30 x 30 cm.

    Johannes Auer - 05.11.2012 - 13:45

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