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  1. Principles of Spatialization in Text and Hypertext

    Principles of Spatialization in Text and Hypertext

    Patricia Tomaszek - 05.03.2011 - 21:48

  2. Forming the Text, Performing the Work: Aspects of Media, Navigation, and Linking

    This article proposes a theoretical framework intended to facilitate descriptions and discussions of texts of works in different media. The main theoretical traditions which have inspired this endeavor are, on the one hand, textual criticism (with scholars such as Fredson Bowers, D. C. Greetham, Jerome J. McGann, D. F. McKenzie, Peter L. Shillingsburg, and G. Thomas Tanselle), and, on the other hand, hypertext theory (represented by theorists like Espen Aarseth, Jay David Bolter, Jane Yellowlees Douglas, Michael Joyce, George P. Landow, and Janet H. Murray). The study aims to combine and develop the perspectives of such theoretical traditions in order to suggest a more consistent and extensive set of concepts for the analysis of how narratives are stored and disseminated. The study examines the structural aspects of texts and works, and deals with storage, presentation and reproduction of works. Moreover, the structure of works and texts, as well as the navigation related to these structures, are discussed. The study also includes an in-depth discussion on links and linking, and a new terminology is suggested for the subject.

    Patricia Tomaszek - 29.11.2011 - 15:18

  3. Clues

    Clues explores the nature of communication, knowledge, and identity through the language and postures of mystery fiction. It's a metaphysical whodunit that invites you to solve the mystery by uncovering clues linked to images throughout the work. The search becomes a game that leads you down wooded trails, back alleys, and empty hallways. Which characters should you pursue? Which objects should you investigate? To win the game, you must separate all the clues from the red herrings. Your final score determines the outcome of the text. But is the mystery really soluble? Is winning actually better than losing? Are the answers or the questions more revealing?

    (Source: 2002 State of the Arts gallery)

    Scott Rettberg - 16.06.2012 - 11:45

  4. Three-Dimensional Dementia: Hypertext Fiction and the Aesthetics of Forgetting

    Hypertext (the non-sequential linking of text(s) and images) was first envisioned by Vannevar Bush and Ted Nelson in its prehistory as an associational, archival storage system suitable for classifying and sorting vast quantities of information. But where library databases, technical manuals and other knowledge-based hypertexts still fulfill this function, literary hypertext overturns this proposed usage, celebrating both information overload and forgetfulness as the desired end of a reading. Promoting disassociation and an awareness of the spatio-temporal dimensions of its environment, hypertext fiction uses the aesthetics of its three-dimensional interface and structure to frustrate memory and to engender a sensory and emotional response in the reader. Focusing on M.D. Coverley's multimedia hypertext Califia, I will investigate how the aesthetics of the hypertext form become an engine of forgetfulness that drives her text through its explorations of lost memories, including the ravages of Alzheimer's, unofficial histories, secrets, missing pieces and the quest for hidden treasure.

    Scott Rettberg - 19.01.2013 - 12:26

  5. Raum, Raumsprache und Sprachräume

    Raum, Raumsprache und Sprachräume

    Patricia Tomaszek - 04.07.2013 - 16:42

  6. Raum, Raumsprache und Sprachräume: Zur Textsemiotik der Raumbeschreibung

    Raum, Raumsprache und Sprachräume: Zur Textsemiotik der Raumbeschreibung

    Patricia Tomaszek - 04.07.2013 - 16:45

  7. Quing's Quest VII

    Dietrich Squinkifer’s (aka Squinky) Quing’s Quest VII: The Death of Videogames was created for Ruin Jam 2014, a game jam inspired by tensions over the identity of games and gamers and particularly responding to accusations that feminists and advocates for diversity in games had set out to “ruin” the games industry. Quing’s Quest is built in Twine and takes inspiration from old-school adventure games, including Sierra’s King’s Quest series. The game takes place on a craft called the “Social Justice Warrior” (after a commonly-used pejorative term for those who point out misogyny, racism, transphobia and many other forms of discrimination and hatred online and in gaming culture), and features a character exiled from Videogames after the invasion of the “misogynerds.” This work captures the tension of a historical moment in which only some voices, games and critiques are heard and others are silenced and dismissed. (Source: ELC 3's Editorial Statement)

    Erik Aasen - 30.08.2016 - 16:02

  8. The Hunt For The Gay Planet

    anna anthropy’s The Hunt for the Gay Planet is a text-based Twine game that uses the medium of Twine to comment more broadly and bitingly on the status of queer representation in videogames. The work takes its premise from a mainstream online roleplaying game, Bioware’s Star Wars: The Old Republic, which in 2013 announced they were expanding their romance options in-game to include homosexual options, but only on a single planet in the galaxy. anthropy satirizes this decision with this beautifully retro piece, in which the player is invited to gradually explore the galaxy (looking under rocks and in caves) in search of a lesbian romance. The game serves as a powerful example of Twine’s potential as a platform for commenting on and engaging with AAA gaming, as Twine builds on the traditions of hypertext to allow for complex decision management and choice-driven experience design. (Source: ELC 3's Editorial Statement)

    Erik Aasen - 08.09.2016 - 13:46

  9. Beyond Tomorrow

    "Beyond Tomorrow" is an interactive text-based science fiction game made in Twine. The player assumes control of a wealthy business empire whose goal is to lead a successful expansion into space. The story revolves around the different choices and consequences one must face when encountering new planets and worlds. The game includes four unique planets that each has its different expansion possibilities and conflicts. The style of play is entirely up to the player and allows for either a violent or peaceful playthrough, as well as a combination of the two. Some of the themes explored in the game are power, imperialism, law and order, and warfare. 
    (Source: Author's description)

    Filip Falk - 05.06.2019 - 23:26