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  1. A Clash between Game and Narrative

    In this paper presentation I'll be making a simple point. That computer games and narratives are very different phenomena and, as a consequence, any combination of the two, like in "interactive fiction", or "interactive storytelling" faces enormous problems.
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    Introduction

    Patricia Tomaszek - 14.09.2010 - 13:08

  2. Reading Network Fiction

    David Ciccoricco establishes the category of "network fiction" as distinguishable from other forms of hypertext and cybertext: network fictions are narrative texts in digitally networked environments that make use of hypertext technology in order to create emergent and recombinant narratives. Though they both pre-date and post-date the World Wide Web, they share with it an aesthetic drive that exploits the networking potential of digital composition and foregrounds notions of narrative recurrence and return.
     

    Eric Dean Rasmussen - 18.02.2011 - 20:31

  3. Avatars of Story

    Traces the transformation of storytelling in the digital age. Since its inception, narratology has developed primarily as an investigation of literary narrative fiction. Linguists, folklorists, psychologists, and sociologists have expanded the inquiry toward oral storytelling, but narratology remains primarily concerned with language-supported stories. In Avatars of Story, Marie-Laure Ryan moves beyond literary works to examine other media, especially electronic narrative forms. By grappling with semiotic media other than language and technology other than print, she reveals how story, a form of meaning that transcends cultures and media, achieves diversity by presenting itself under multiple avatars.

    Eric Dean Rasmussen - 24.02.2011 - 09:00

  4. E-literature

    E-literature

    Eric Dean Rasmussen - 07.03.2011 - 08:48

  5. "Of Dolls and Monsters": An Interview with Shelley Jackson

    "Of Dolls and Monsters": An Interview with Shelley Jackson

    Eric Dean Rasmussen - 14.03.2011 - 20:09

  6. Expressive Processing: Digital Fictions, Computer Games, and Software Studies

    What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough—or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential.

    Wardrip-Fruin suggests that it is the authors and artists with knowledge of these processes who will use the expressive potential of computation to define the future of fiction and games. He also explores how computational processes themselves express meanings through distinctive designs, histories, and intellectual kinships that may not be visible to audiences.

    Scott Rettberg - 20.05.2011 - 11:26

  7. The Postmodern Condition: A Report on Knowledge

    The Postmodern Condition: A Report on Knowledge

    Eric Dean Rasmussen - 06.07.2011 - 17:35

  8. Traveling in the Breakdown Lane: A Principle of Resistance for Hypertext

    Essay discussing the motif of the car crash in early hypertext fiction, concluding that the breakdown (in many senses) is in fact a key feature of hypertext.

    Jill Walker Rettberg - 28.07.2011 - 14:36

  9. All Together Now: Hypertext, Collective Narrative, and Online Collective Knowledge Communities

    Revision of essay previously titled "All Together Now: Collective Knowledge, Collective. Narratives, and Architectures of Participation."

    This essay explores the history and methodologies of collective narrative projects, and their relationship to collective knowledge projects and methodologies. By examining different forms of conscious, contributory, and unwitting participation, the essay develops a richer understanding of successful large-scale collaborative projects. The essay then examines large-scale architectures of participation in Wikipedia and Flickr to extrapolate from those observations potential methodologies for the creation of collective narratives.

    Scott Rettberg - 14.10.2011 - 13:01

  10. Digital Literature: From Text to Hypertext and Beyond

    In this study, I have chosen "hypertext" as the central concept. If we define hypertext as interconnected bits of language (I am stretching Ted Nelson's original definition quite a lot, but still maintaining its spirit, I believe) we can understand why Nelson sees hypertext "as the most general form of writing". There is no inherent connotation to digital in hypertext (the first hypertext system was based on microfilms), but it is the computerized, digital framework - allowing the easy manipulation of both texts and their connections - which gives the most out of it. In addition to the "simple" hypertexts, there is a whole range of digital texts much more complex and more "clever", which cannot be reduced to hypertext, even though they too are based on hypertextuality. Such digital texts as MUDs (Multi User Domains - text based virtual realities) are clearly hypertextual - there are pieces of text describing different environments usually called "rooms" and the user may wander from room to room as in any hypertext.

    Jill Walker Rettberg - 15.10.2011 - 21:30

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