Search

Search content of the knowledge base.

The search found 2 results in 0.008 seconds.

Search results

  1. "Swipe Night is Fun, but Useless” An Analysis of Tinder’s Swipe Night, an Interactive Foray in Online Dating

    Electronic literature and computer games share a common history beginning from the earliest adventure games (Rettberg 87). As both the “technological platforms” that host electronic literature and games, and the “social contexts” that inform them evolve, so does the content, gameplay, and types of interactions they facilitate (Rettberg). The development of the Tinder platform and other mediated dating applications has precipitated the incorporation of interactive fiction games into the dating experience.

    Lene Tøftestuen - 25.05.2021 - 17:46

  2. End Matter: Interactive Fiction and a New Linguistic Consciousness

    The possibilities for interaction in electronic literature (e-lit) are heavily shaped by the platforms on which that interaction occurs, yet audiences are rarely aware of the extent to which the digital interface may influence, if not define, their sociality. These limitations take the form of community moderation tools and explicit censorship (such as in the case of profanity filters), but also in the designs of emote systems and content popularity systems, and achievement and reputation systems, and even in gameplay design. Often players, users, and audience members must oscillate rapidly and continually between determining the affordances of the tools available to them and evaluating the capacity of those tools to provide the social aims they desire.

    Milosz Waskiewicz - 27.05.2021 - 17:14