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  1. For Thee: A Response to Alice Bell

    In an essay that responds to Alice Bell's book The Possible Worlds of Hypertext Fiction (Palgrave Macmillan, 2010), Stuart Moulthrop uses the lessons of hypertext as both an analogy and an explanation for why hypertext and its criticism will stay in a "niche" - and why, despite Bell's concern, that's not such a bad thing. As the response of an author to his critic, addressed to "thee," "implicitly dragging her into the niche with me," this review also dramatizes the very productivity of such specialized, nodal encounters.

    Eric Dean Rasmussen - 03.02.2011 - 11:01

  2. How to Construct the Genre of Digital Poetry: A User Manual

    Friedrich W. Block looks at the systematic and historical conditions of the emergence of a genre like “digital poetry.” He argues that it has been necessary to communicate and spread schemes of invariance and identification to tie to- gether a high variety of artistic practice. For this purpose, concepts and names of genres have been connected with different forms of institutionalization. From this perspective, his essay considers the conceptual and cultural devel- opment of “digital poetry” as well as its relation to historical filiations and their transformation. In conclusion, his considerations lead to an abstract reflection of a more general concept of “poetry.”

    (Source: Beyond the Screen, introduction by Jörgen Schäfer and Peter Gendolla)

    Scott Rettberg - 24.05.2011 - 12:29

  3. Eccentric Gameplay: Simulating the Digital Any-Space-Whatever

    Our paper will address issues related to aesthetic gaming and the way in which concepts of the literary are being reconfigured in a new genre of videogames that we have termed eccentric games. Using games such as Achron (forthcoming 2010), Braid (2008), Cursor*10 (2008), Echochrome (2008), levelHead (2008), Game-Space (2008-09), and Portal (2007), we suggest this genre can be characterized by game mechanics which manipulate space and time in such a way that the player must access a logic indigenous to digital environments. Eccentric games can be further described through their reliance on filmic interface as an apparatus for modeling eccentricity, tutorialized presentations of gameplay, and its common classification within the overextended "puzzle" genre.

    Audun Andreassen - 14.03.2013 - 15:22