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  1. Hyperworks: On Digital Literature and Computer Games

    This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of "hyperworks" refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e. game studies), sociology of literature, textual criticism, media theory, and new media studies. This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts.

    Jill Walker Rettberg - 14.02.2011 - 14:38

  2. New narrative pleasures? A cognitive-phenomenological study of the experience of reading digital narrative fictions

    Thesis for the degree doctor artium. EXCERPT FROM INTRODUCTION: This dissertation aims to address – and answer – some of the questions surrounding the ways in which the interface of the digital computer (also known as the GUI) is impacting how we experience – read – GUI narrative fictions. In my view, questions such as these are of utmost importance if we are to appropriately understand how digital technology is affecting central realms of human existence, such as our experiences of the fictions that are created and displayed in an ever increasing variety of media materialities and technological platforms. The main research questions to be dealt with in the following revolve around processes typically taking place when we read, watch, listen, experience, interpret, are engaged in, and interact with, digital hypermedia narrative fictions – what I, for the sake of simplicity, call GUI fictions. In short, how do we read GUI fictions? How, and why, is this reading different from our reading of narrative fiction in print, or of reading narrative fictions on other screens, such as on TV or in a movie theater?

    Jill Walker Rettberg - 13.12.2012 - 21:28

  3. Tekstspill i hypertekst. Koherensopplevelse og sjangergjenkjennelse i lesing av multimodale hyperfiksjoner

    English translation of title: Textual interplay in hypertext. The experience of cohesion and the regonition of genre in multimodal hyperfictions. The dissertation provides a discussion of electronic literature in general, with two in depth analyses of Megan Heyward's "I am a Singer" and of Anne Bang-Steinsvik's "I mellom tiden".

    Scott Rettberg - 26.06.2013 - 13:40