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  1. The Presumed Literariness of Digital

    This presentation will challenge the current, too quickly determined relationship between
    the ‘literary’ and digital media. The presumed literariness of digital art--these days, anything
    from performance art to virtual sculpture work--muddles the already confused and meandering
    genre of electronic literature, leading away from acts of reading and remarking on text and its location in new media. Electronic literature began as a study of literary writing produced and
    meant to be read on a computer screen, opening up new possibilities for interactive and dynamic
    storytelling, utilizing the new medium’s ability for linking lexias. The literariness of this work
    is manifest: the work was primarily textual, the centrality of reading paramount. Textuality was
    at the heart of the work, thus the term electronic literature was appropriate and uncontested.
    Lately, ‘electronic literature’ is an umbrella-term for all things digital. A spectrum of genres
    and forms are included, among them video games, interactive fiction, digital art, and (virtual)

    Eric Dean Rasmussen - 19.06.2012 - 14:41

  2. Electronic Literature for All: Performance in Exhibits and Public Readings

    Reaching out to new readers of electronic literature is now easier, thanks to the widespread use
    and accessibility of digital media--computers, smartphones, electronic tablets, gaming consoles.
    The channels are in place, but how do new audiences discover and read electronic literature?
    This paper will present two case studies of two different events whose purpose is to introduce
    readers to electronic literature. Both cases show how managing the performative aspects of electronic literature and its context is essential to engage new readers.

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 22.06.2012 - 11:56