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  1. Involvement, Interruption, and Inevitability: Melancholy as an Aesthetic Principle in Game Narratives

    Although many issues about how we can construct and analyze electronic narrative remain to be settled, it is clear, then, that a central concern will be the ability of these game narratives to create the emotional impact inherent in our involvement in a story. Emotional involvement is especially important for the interactive text because the user must be prompted to act and move through the text to a degree not required by more traditional reading. In this essay, I would like to consider how electronic narratives balance interactivity and emotional force. Doing so means thinking about emotional involvement and its relation to narrative teleology, as well as its tolerance for interruption by everything from writerly asides to interactive play. To investigate this, I will draw not only on hypertext and computer games but also on American metafiction, which I will show confronts the same problems of emotional force within interactive or game-like patterns. (Source: Introduction to the essay)

    Eric Dean Rasmussen - 25.08.2011 - 17:05

  2. Breath by Breath: An Interview with Kate Pullinger about ‘The Breathing Wall'

    Breath by Breath: An Interview with Kate Pullinger about ‘The Breathing Wall'

    Dene Grigar - 06.10.2011 - 07:11

  3. Tending the Garden Plot: Victory Garden and Operation Enduring....

    A reading of Moulthrop's Victory Garden seen primarily as a war narrative, in the light of the contemporary (to the article) war on Iraq.

    Jill Walker Rettberg - 15.10.2011 - 21:26

  4. Medien Kunst Netz 1

    Medien Kunst Netz 1

    Jill Walker Rettberg - 01.11.2011 - 11:38

  5. Literal Art

    John Cayley dadas up the digital, revealing similarities of type across two normally separate, unequal categories: image and text. "Neither lines nor pixels but letters," finally, unite.

    (Source: ebr First Person thread page)

    Eric Dean Rasmussen - 15.02.2012 - 13:15

  6. $wurm = ($apfel>0) ? 1 : 0; experimentelle literatur und internet memoscript für reinhard döhl

    Mit Beiträgen von: johannes auer, rené bauer, friedrich w. block, sabine breitsameter, florian cramer, reinhard döhl, sylvia egger, jürg halter, christiane heibach, heiko idensen, martina kieninger, klaus f. schneider, dirk schröder, roberto simanowski, beat suter, karin wenz.

    Johannes Auer - 05.11.2012 - 13:34

  7. 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

  8. Towards a Poetics of Multi-Channel Storytelling

    In 2001 Henry Jenkins discussed the growing prevalence of ‘transmedia storytelling’. Transmedia storytelling is, simply put, franchises: a movie is followed by a game, then perhaps a comic, website and so on. An example is the Wachowski brother’s Matrix franchise. For Jenkins each media, each channel, communicates different aspects of a storyworld. Since 2003 Jane McGonigal, and others, have been researching the phenomenological and social aspects of ‘alternate reality gaming’. Alternate reality gaming requires players to traverse websites, games, public play, SMS and so on. Microsoft’s The Beast was the first of such ‘games’ that required participation with websites, posters, faxes, hacking, chatbots and Spielberg’s film AI (McGonigal, 2003).
    Academic research into multi-channel storytelling is at present approached from the media studies and phenomenological perspective. As yet no poetics to address transmedia, alternate reality gaming, cross- or multi-platform and cross-media of content have been proposed in academia; in addition no poetics has been invented for multi- channel single-story creation (that is: one story told over multiple media).

    Jill Walker Rettberg - 12.06.2013 - 15:10

  9. Networked Narrative Environments as Imaginary Space of Being

    Networked Narrative Environments as Imaginary Space of Being

    Jill Walker Rettberg - 12.06.2013 - 15:18

  10. Chronotope and Cybertexts: Bakhtinian Theory for Tracing Sources of Narrative in Interactive Virtual Environments: From Naked Lunch to Fast City

    Chronotope and Cybertexts: Bakhtinian Theory for Tracing Sources of Narrative in Interactive Virtual Environments: From Naked Lunch to Fast City

    Patricia Tomaszek - 29.06.2013 - 10:23

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