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  1. Computing Language and Poetry

    [Insert author's abstract here.]

    Montfort introduced a new critical term, stanzory, which refers to "a unit of lines in a poem that is also a narrative with some sort of point."

    Presented at the 2012 MLA Convention as part of the "730. New Media Narratives and Old Prose Fiction" panel, arranged by the Division on Prose Fiction. Other panelists included Dene Grigar and Joseph Tabbi. The moderator, filling in for Amy Elias, was Heather M. Houser.

    Eric Dean Rasmussen - 17.01.2012 - 15:45

  2. Curveship: An Interactive Fiction System for Narrative Variation

    A report on the interactive-fiction system Curveship, which was designed to provide users a means of generating narrative variation.

    Eric Dean Rasmussen - 08.04.2012 - 09:25

  3. Introduction [to New Narratives: Stories and Storytelling in the Digital Age]

    Editors' introduction to a collection of essays on digital narratology. 

    Eric Dean Rasmussen - 10.05.2012 - 13:26

  4. Generating Narrative Variation in Interactiv Fiction

    A general method for the generation of natural language narrative is described. It allows the expression, or narrative discourse, to vary independently of the underlying events and existents that are the narrative’s content. Specifically, this variation is accomplished in an interactive fiction (IF) system which replies to typed input by narrating what has happened in a simulated world. IF works have existed for about 30 years as forms of text-based computer simulation, instances of dialog systems, and examples of literary art. Theorists of narrative have carefully distinguished between the level of underlying content (corresponding to the simulated world in interactive fiction) and that of expression (corresponding to the textual exchange between computer arnd user) since the mid-1960s, when the field of narratology began to develop, but IF systems have not yet made use of this distinction. The current project contributes new techniques for automatic narration by building on work done in computational linguistics, specifically natural language generation, and in narratology.

    Scott Rettberg - 13.12.2012 - 20:01

  5. Genre Trouble: Narrativism and the Art of Simulation

    Currently in game and digital culture studies, a controversy rages over the relevance of narratology for game aesthetics. One side argues that computer games are media for telling stories, while the opposing side claims that stories and games are different structures that are in effect doing opposite things. One crucial aspect of this debate is whether games can be said to be "texts," and thereby subject to a textual-hermeneutic approach. Here we find the political question of genre at play: the fight over the games' generic categorization is a fight for academic influence over what is perhaps the dominant contemporary form of cultural expression. After forty years of fairly quiet evolution, the cultural genre of computer games is finally recognized as a large-scale social and aesthetic phenomenon to be taken seriously. In the last few years, games have gone from media non grata to a recognized field of great scholarly potential, a place for academic expansion and recognition.

    Scott Rettberg - 09.07.2013 - 00:24