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  1. 80 days: Breaking the Boundaries between Video Games and Literature

    “Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock.

    Hannah Ackermans - 06.02.2017 - 15:59

  2. Things Rarely Turn Out the Way I Intend Them To

    A version of this illustrated article about creative process was given by J.R. Carpenter as a Keynote Address at the New Media Writing Prize Award Event at Bournemouth University in January 2017.

    J. R. Carpenter - 30.06.2017 - 12:25

  3. Axolotls and Perfume Bottles: Forms of Translation, Experimental Texts Rewritten As Migrations To Digital Media

    This presentation, "Axolotls and Perfume Bottles", was delivered by Strickland and Luesebrink as part of the ELO 2017 panel, "Forms of Translation: Experimental Texts Rewritten As Migrations To Digital Media". Its ELMCIP record includes a PowerPoint file with extensive embedded movies, and the script for the presentation, both exactly as delivered.

    The first portion discusses Regina Celia Pinto's work Viewing Axolotls, her transformation of Julio Cortazar's 1952 story "Axolotl", which she considers together with Gustavo Bernardo's book on Vilem Flusser.

    The second portion discusses the transformations and migrations of the authors' work To Be Here As Stone Is from print to multiple digital incarnations. The perfume bottle referenced is associated with this poem in the print version of Strickland's True North.

    Julianne Chatelain - 22.11.2017 - 06:49

  4. Networks of Collaboration and Creation in Latin American Digital Literature

    In her article "Networks of Collaboration and Creation in Latin American Digital Literature" Carolina Gainza examines how production and reception of literature have been affected by digital technology, with special emphasis on issues related to Latin American digital literature. Gainza analyzes Jaime Alejandro Rodriguez's Narratopedia, Doménico Chiappe's La Huella de Cosmos, and Leonardo Valencia's and Eugenio Tiselli's El Libro Flotante in order to highlight collective practices of creation involved in digital productions. Through the discussion of these issues, Gainza offers an overview of ongoing changes wrought by digital technology in contemporary Latin American digital culture.

    Jill Walker Rettberg - 05.01.2018 - 06:08

  5. Connecting Narrative Video games and Electronic literature

    This project aims to explore some of the differences and similarities between the narrative video games and electronic literature games documented in the ELMCIP Knowledge Base. The paper focuses on comparing the two game types and discussing literary aspects, game mechanics, platforms, and more. It also includes graphs made in Gephi that shows how tags and platforms from the Knowledge Base can be connected to the different games and works. 

    (Source: Author's description)

    Filip Falk - 23.07.2018 - 18:21

  6. The Importance and Function of Media Labs for the Preservation of Works of Digital and Electronic Literature

    The aim of current thesis is to propose an applicable model of an archive for works of digital and electronic literature in the context of a media laboratory that would document, collect, preserve and maintain works by native artist/authors in the Turkish scene. This thesis is both intended as a co-mediation that investigates and critiques the material infrastructure of the contemporary archival practices with a trajectory on the now-speculative forms of archival evolution such as DNA- storage through a media archaeological observance of existing examples of media laboratories that focus on the preservation of works of digital and electronic literature; and, rendered as a proposal for an actual archival project that would be utilized so as to establish a certain media laboratory for the archival, collection, documentation, preservation and maintenance of such literary works that defy the print-culture-bound dimension of traditional humanities. It aims to encourage the mediated thinking. By employing works of digital and electronic literature as digital objects, it also provide an ontological grounding for the media inherent thereof.

    Jill Walker Rettberg - 19.08.2018 - 08:04

  7. Using Electricity

    Using Electricity is a series of computer generated books, meant to reward reading in conventional and unconventional ways. The series title takes a line from the computer generated poem “A House of Dust,” developed by Alison Knowles with James Tenney in 1967. This work, a FORTRAN computer program and a significant early generator of poetic text, combines different lines to produce descriptions of houses. The series is edited by Nick Montfort.

    Scott Rettberg - 02.10.2019 - 12:19

  8. The New River (Fall 2017)

    The New River has been around for over 20 years, and in that time the digital world, and our readers' familiarity with that world, has changed drastically. In this year'™s Spring issue we take a moment to appreciate what still works from back in the early days of new media and the possibilities offered to us by its future.

    We have been lucky enough to receive submissions from several past contributors this reading period, and have a pretty packed issue.

    (Source: https://www.cddc.vt.edu/journals/newriver/17Fall/editor.html)

    Lucila Mayol Pohl - 17.10.2020 - 14:29

  9. A NOTE FROM THE EDITORS (Fall 2017)

    The New River has been around for over 20 years, and in that time the digital world, and our readers' familiarity with that world, has changed drastically. In this year's Spring issue we take a moment to appreciate what still works from back in the early days of new media and the possibilities offered to us by its future.

    We have been lucky enough to receive submissions from several past contributors this reading period, and have a pretty packed issue.

    (Source: https://www.cddc.vt.edu/journals/newriver/17Fall/editor.html)

    Lucila Mayol Pohl - 17.10.2020 - 15:33

  10. Looking Back while Moving Forward: The Case of Concrete Poetry and Sankofa

    This article considers the intersection between African oral tradition and electronic literature by exploring the potential of Sankofa to interact with concrete poetry in an electronic space. Sankofa is an example of the Adinkra, a set of symbols that were originally created and used by the Akan in West Africa. These symbols have literary value which this article looks at in ways similar to concrete poetry; examining Sankofa as concrete poetry in an electronic context enables a simultaneous dovetailing with as well as convergence from oral and print based modes of engaging with the text: aspects of oral tradition influence this exploration. 

    Jill Walker Rettberg - 27.06.2022 - 18:53