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  1. On the “Effect(s) of Living Backwards”: A Platform-critical, Collaborative Analysis of Kathryn Cramer’s In Small and Large Pieces

    From its earliest beginnings, electronic literature has eschewed canonization and institutionalization by manifesting itself as a “set of [dynamic] practices” (Pawlicka 2017; Ensslin 2007) that have responded to and generated new and perpetually morphing forms and methods of writing and reading. This processual, personalized and platform-contingent textuality can only adequately be studied in a concerted approach that takes into account the numerous platforms on which electronic literature has been accessible pre- and post-Web. Similarly, it raises important questions about original design and intent, and the breakage thereof across platforms.
     

    Milosz Waskiewicz - 27.05.2021 - 15:53

  2. Virtualizing Material Games

    Virtualizing Material Games

    Milosz Waskiewicz - 27.05.2021 - 16:00

  3. Virtualizing Material Games

    Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.
    The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.

    Milosz Waskiewicz - 27.05.2021 - 16:00

  4. “Beyond Range of Air”: The Story Behind the 30-Year Deferred Publication of William H. Dickey’s HyperPoems

    William H. Dickey, who died of complications from HIV in 1994, was born in 1928 and brought up in the Pacific Northwest. He published fifteen books of poetry, including Of the Festivities, which was selected by W. H. Auden for the Yale Series of Younger Poets in 1959, More Under Saturn, which was awarded the California Silver Medal for Poetry in 1963, and The Rainbow Grocery, which won the Juniper Prize in 1978. In the Dreaming: Selected Poems was published by the University of Arkansas Press in 1994, and The Education of Desire appeared posthumously from Wesleyan University Press in 1996.
     

    While a professor of English and creative writing at San Francisco State University in the 1980s, he became interested in the potential of early personal computers to expand the boundaries of poetry. The California Association of Teachers of English cited him as "Friend of the Machine."
     

    Milosz Waskiewicz - 27.05.2021 - 16:08

  5. Alternative Play? Twine as a Digital Storytelling Platform

    In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature:
     

    What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art.
     

    Milosz Waskiewicz - 27.05.2021 - 16:12

  6. Spaces Speak: (RE)VERB an Emerging Space for E-Lit Creations

    Spaces Speak is a panel presentation to raise awareness and enlist participation in (RE)VERB an Audio AR ‘zine for e-lit writers/artists. (RE)VERB is an audio augmented reality zine dedicated to spatially conceived electronic literature projects that explore the aesthetic possibilities of sonically delivered language engaging with the physical and corporeal experience of the environment. As a publication (RE)VERB was inspired by the Emerging Spaces for E-Lit Creations initiative to expand works that engage with popular social media spaces.
     

    Spaces Speak will consist of five presenters including editorial board members, the guest curator for issue one and artists who created work for the first issue. The artists and curators will discuss the challenges and rewards for producing site-specific work and the concepts driving their creative decisions.
     

    Milosz Waskiewicz - 27.05.2021 - 16:20

  7. E-Lit and its Myriad of Platforms: A Critical Approach to Language,Culture and Digital Literacy

    E-Lit is yet to be discovered by many scholars, educators and students at different levels of education but the impact it has had on the teaching and learning of those who have already come across this field is worth sharing in order to broaden not only the recognition of the field but the impact it might have in the teaching and learning of modern languages in our fast-evolving technological societies. In light of the benefits that a critical study of e-lit works presents, this panel addresses three scenarios where the teaching and learning of e-lit has proven a challenging yet productive path to broaden educators and students’ horizons alike.

    Milosz Waskiewicz - 27.05.2021 - 16:24

  8. ELO Salons: Beyond 2020

    First proposed by Annie Abrahams and Deena Larsen at the 2019 ELO Conference in Cork, the ELO Salons initially comprised 10 online sessions on the second Tuesday of every month from February to November 2020. The sessions encompassed close readings and ensuing discussions, collaborative writing experiments, ontological examination of elit, and approaches to increasing elit accessibility and archivability. Each session has been led by a different attendee, recorded, and archived. Conceived by Deena Larsen as "almost like an extended family, which has a core group of people that participated and could function online”, the Salons have been a point of brightness in an extremely difficult year for many.
     

    Milosz Waskiewicz - 27.05.2021 - 16:31

  9. Platformization and Decolonial E-Lit. Is There Any Chance?

    We will discuss the issue of the platformization of culture from a Latin-American perspective and decolonial thinking. Platforms strive on the automated algorithmic administration of access and reproduction of creative works (text, sound, video, o code-based). The common trait of current platform culture is the maximization of profit by means of garnering data and attention in order to capture more attention (and more data). In this context, is there any space for pursuing artistic digital activism and decolonial e-lit? The presentations in this panel will try to answer this question. The panel will be Spanish-English based in a sort of tentative of linguistic decolonization of e-lit field:

    Milosz Waskiewicz - 27.05.2021 - 16:36

  10. Netprov in the Classroom: Character Building and Team Building

    This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.

    Milosz Waskiewicz - 27.05.2021 - 16:41

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