Search

Search content of the knowledge base.

The search found 4 results in 0.01 seconds.

Search results

  1. Because It's Not There: Ekphrasis and the Threat of Graphics in Interactive Fiction

    Existing scholarship on interactive fiction (IF, also known as the text adventure) tends to treat it as a video game genre and/or as a category of electronic literature. In this essay I argue that IF can be understood as participating in traditions of visual prose and ekphrastic textuality, insofar as IF consists of room and object descriptions which direct the player to visualize the things they describe. Unlike traditional ekphrastic literature, however, IF also asks the player to take practical actions in response to the images he or she visualizes. During the commercial era of IF, ekphrasis was the most effective means available of providing players with immersive visual experiences. However, graphical video games have now surpassed IF in this area. Therefore, in order to justify the continued existence of IF, contemporary IF authors have been forced to conceive of the visuality of IF otherwise than in terms of the logic of transparency. One strategy for doing this, exemplified by Nick Montfort's game, Ad Verbum, is to abandon visuality almost entirely and emphasize IF's linguistic and textual qualities.

    Eric Dean Rasmussen - 13.09.2011 - 12:20

  2. Collaborations in E-lit

    This essay, a discussion between two esteemed e-poets for whom collaboration is an integral part of their creative practice, appeared in the "The Collaborative Turn" special issue of American Book Review, guest-edited by Davis Schneiderman. In their discussion, Montfort and Strickland survey several common types of e-lit collaboration and provide links to representative examples. Strickland explicitly links the material aesthetics of code poetics to literary theorist Timothy Morton's call for critical thinking that engages the universe's enmeshed interconnectedness, which he dubs "the ecological thought."

    Eric Dean Rasmussen - 29.12.2011 - 11:45

  3. Galatea’s Riposte: The Reception and Receptacle of Interactive Fiction

    Type enough questions, Lisa Swanstrom suggests, and "Galatea" answers Socrates' ancient call for a poetry that talks back. Using Emily Short's interactive fiction as a model, Swanstrom argues that the khora - the strange Platonic intermediary between form and copy - might serve as a guide for understanding the peculiar nature of literary interactivity itself.

    Jill Walker Rettberg - 27.08.2013 - 11:18

  4. Affordances of an App - A reading of The Fantastic Flying Books of Mr. Morris Lessmore

    In a relatively short time, apps have become highly popular as a platform for children’s fiction. The majority of media attention to these apps has focused on their technical features. There has been less focus on their aesthetic aspects, such as how interactive elements, visual-verbal arrangements and narration are interrelated. This article investigates how a reading of a «picturebook app» may differ from readings of the narratives found in printed books and movies. The discussion will be anchored in an analysis of the iPad app The Fantastic Flying Books of Mr. Morris Lessmore. This app, which is an adaptation of an animated short film, relates the story of a book lover who becomes the proprietor of a magical library.

    Jill Walker Rettberg - 29.04.2014 - 06:26