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  1. The Aesthetics of Net Literature: Writing, Reading and Playing in Programmable Media

    "During recent years, literary texts in electronic and networked media have been a focal point of literary scholarship, using varying terminology. In this book, the contributions of internationally renowned scholars and authors from Germany, USA, France, Finland, Spain and Switzerland review the ruptures and upheavals of literary communication within this context. The articles in the book focus on questions such as: In which literary projects can we discover a new quality of literariness? What are the terminological and methodological means to examine these literatures? How can we productively link the logics of the play of literary texts and their reception in the reading process? What is the relationship of literary writing and programming? With contributions by Jean-Pierre Balpe, Susanne Berkenheger, Friedrich W. Block, Philippe Bootz, Laura Borràs Castanyer, Markku Eskelinen, Frank Furtwängler, Peter Gendolla, Loss Pequeño Glazier, Fotis Jannidis, Thomas Kamphusmann, Mela Kocher, Marie-Laure Ryan, Jörgen Schäfer, Roberto Simanowski and Noah Wardrip-Fruin" (Publisher's abstract).

    Patricia Tomaszek - 12.01.2011 - 18:17

  2. Six Problems in Search of a Solution: The Challenge of Cybertext Theory and Ludology to Literary Theory

    Six Problems in Search of a Solution: The Challenge of Cybertext Theory and Ludology to Literary Theory

    Jörgen Schäfer - 30.06.2011 - 16:07

  3. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  4. Netzliteratur. Umbrüche in der literarischen Kommunikation

    Netzliteratur. Umbrüche in der literarischen Kommunikation

    Jörgen Schäfer - 12.11.2012 - 10:57

  5. Narratologie 2004. Herausforderungen der Erzähltheorie durch Netzliteratur und Computerspiele

    Narratologie 2004. Herausforderungen der Erzähltheorie durch Netzliteratur und Computerspiele

    Jörgen Schäfer - 12.11.2012 - 10:58

  6. Narrative and the Split Condition of Digital Textuality

    As a form of art and entertainment, digital textuality has conquered both ends of the cultural spectrum. Through computer games, it reaches millions of aficionados who devote a large part of their life to this form of entertainment, while through highly experimental forms of textuality—code poetry, hypertext fiction, and computer-generated literature—it is consumed by a small audience of academics and prospective authors. But digital texts have yet to conquer the middle of the spectrum, namely an educated public capable of artistic discrimination who consumes texts for pleasure, without ambition of writing about them nor of becoming digital authors themselves. This presentation examines the role that narrative can play in creating the type of audience that digital texts currently lack. Two narrative schools within digital textuality will be distinguished: 1. The expansionists, who believe that narrative is a mutable form that differs from culture to culture and evolves in history, crucially affected by new technologies; and 2. The traditionalists, who regard narrative as an invariant cognitive template possessing a transcultural, transhistorical, and transmedial identity.

    Jörgen Schäfer - 12.11.2012 - 10:59

  7. Menschliche Praxis. Zu einer Re-Animation der literarischen Anthropologie in den Game Studies

    Menschliche Praxis. Zu einer Re-Animation der literarischen Anthropologie in den Game Studies

    Jörgen Schäfer - 12.11.2012 - 11:02

  8. Der ludoliterarische Typenkreis. Analyse und Kategorisierung digitaler Spiele und anderer Cybertexte

    Ausgehend von Stanzels narratologischem Ansatz habe ich ein Modell entworfen, welches die medienspezifischen und unterschiedlichen Erzählweisen digitaler Spiele berücksichtigen soll. Die Perspektive des Spielers, der narrative Modus sowie der Interaktivitätsgrad der Spiele bilden die Achsen des Kreismodells, so dass sich an den sechs Achsenpolen beziehungsweise den Schnittstellen der Achsen mit der Kreislinie verschiedene Game-Genres situieren und analysieren lassen. Das Modell bietet durch die Kriterien ausserdem die Möglichkeit, unterschiedliche Ausprägungen des immersiven Miteinbezugs des Rezipienten zu diskutieren.

    Jörgen Schäfer - 12.11.2012 - 11:05

  9. Holopoetry, Biopoetry und digitale Literatur. Parameter einer Annäherung

    Holopoetry, Biopoetry und digitale Literatur. Parameter einer Annäherung

    Jörgen Schäfer - 12.11.2012 - 11:09

  10. The Problematic of Form: Transitoire Observable. A Laboratory for Emergent Programmed Art

    The Problematic of Form: Transitoire Observable. A Laboratory for Emergent Programmed Art

    Jörgen Schäfer - 12.11.2012 - 11:10

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