Search

Search content of the knowledge base.

The search found 15 results in 0.798 seconds.

Search results

  1. Interactive Narrative and the Art of Steering Through Possible Worlds

    The world of game development is heavily male dominated and sexism is notoriously endemic in online gaming and videogames. In this context, as a feminist woman and sole writer, developer and designer of an interactive digital narrative, I am something of a rarity. Doing it all myself may seem perverse, especially in a field where collaboration is common, but the ability to author code myself is empowering and, crucially, gives me independence - a development environment of one's own - a classic feminist goal. In this presentation, I will discuss how these factors are reflected in the interplay of genre, narrative, discourse, gameplay, game logic, character development and thematic content in my interactive digital narrative, Stitched Up (currently a work-in-progress).

    Christine Wilks - 16.06.2016 - 17:30

  2. E-Lit in Arabic Universities: Status Quo and Challenges

    E-Lit in Arabic Universities: Status Quo and Challenges

    Reham Hosny - 24.06.2016 - 20:26

  3. Bot Rot

    Bot Rot

    Matt Schneider - 24.06.2016 - 20:54

  4. Arabic E-Lit (AEL): A Network for Artists and Scholars

    Arabic E-Lit (AEL): A Network for Artists and Scholars

    Reham Hosny - 24.06.2016 - 21:01

  5. News Wheel Artist Talk

    In this Artist Talk, Jody Zellen introduces her new work News Wheel as well as showing some of her other works in which she uses 'the news', namely All The News That's Fit to Print, Without a Trace, and Time Jitters.

    Hannah Ackermans - 26.06.2016 - 17:10

  6. Electronic literature production – a case study of Korporacja Ha!art (poster)

    It is often said that the field of electronic literature is “author driven”. Many established e-literary artists produce their work on their own, publishing it on their personal website, promoting and often even writing interpretations themselves. This however is not the only model present in the global field of digital born literature. The poster is devoted to the Polish institution Korporacja Ha!art and the model of production of e-literature in Poland. The institution is an NGO that runs a professional publishing house, which has published over 500 traditional books, ebooks and audiobooks. It also runs a sort of laboratory for the production of digital born literature by the leading artists in the field in its area of the world. The producer activities of the institution also involve the publication of translations of classic first generation hypertexts (on CDs, which were distributed conventionally through bookstores) and second generation work accessible online.

    Piotr Marecki - 27.04.2018 - 17:10

  7. Literary games panel at ELO 2016

    Literary games was a session held at the 2016 ELO conference.

    Session 1.4: Literary Games
    MacLaurin D109
    Chair: Alex Mitchell, National University of Singapore

    • “Twine Games,” Alanna Bartolini, UC Santa Barbara
    • “Whose Game Is It Anyway?,” Ryan House, Washington State University Vancouver
    • “Micronarratives Dynamics in the Structure of an Open-World Action-Adventure Game,” Natalie Funk, Simon Fraser University

    Ole Samdal - 26.11.2019 - 00:15

  8. Unprintable books

    Unprintable books was a session held at the 2016 ELO conference.

    Ole Samdal - 26.11.2019 - 15:58

  9. The Cyborg of the House

    The Cyborg of the House was presented at the 2016 ELO conference.

    Ole Samdal - 26.11.2019 - 16:32

  10. The Old in the Arms of the New

    Using historical recordings to create H for it is a pleasure and a surprise to breathe.” Electronic Literature Organization Conference and Festival: “

    Ole Samdal - 26.11.2019 - 16:42

Pages