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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. Teaching Narrative Theory

    Teaching Narrative Theory

    Scott Rettberg - 13.01.2011 - 14:47

  3. Digital Media

    The chapter takes readers through a semester of teaching narrative-based electronic literature works, including interactive fiction, storyspace hypertexts, web hypertexts, email fiction and interactive web-based narratives.

    Scott Rettberg - 13.01.2011 - 15:24

  4. Junction of Image, Text, and Sound in Net.fictions

    Since modernism, the experimental art has been filled with the flow of “intermedial turn“, projected in/through all its forms and has found one of its ”stations“ in the form of digital fictions. The subject of my attention lies in the research and analysis of the multimedial fictions on internet through the junction of image, text and sound into the communicative unit. I implement the narratological point of view, and perceive these works of art also from the prism of their reception and subsequent reader’s projection of the fictional world, which could result in her immersion in it.

    Eric Dean Rasmussen - 27.01.2011 - 16:10

  5. For Thee: A Response to Alice Bell

    In an essay that responds to Alice Bell's book The Possible Worlds of Hypertext Fiction (Palgrave Macmillan, 2010), Stuart Moulthrop uses the lessons of hypertext as both an analogy and an explanation for why hypertext and its criticism will stay in a "niche" - and why, despite Bell's concern, that's not such a bad thing. As the response of an author to his critic, addressed to "thee," "implicitly dragging her into the niche with me," this review also dramatizes the very productivity of such specialized, nodal encounters.

    Eric Dean Rasmussen - 03.02.2011 - 11:01

  6. The Strategy of Digital Modernism: Young-Hae Chang Heavy Industries's Dakota

    from Project MUSE: A prominent strategy in some of the most innovative electronic literature online is the appropriation and adaptation of literary modernism, what I call “digital modernism.” This essay introduces digital modernism by examining a work that exemplifies it: Dakota by Young-hae Chang Heavy Industries. I read this Flash-based work in relation to its literary inspiration: the authors claim that Dakota is “based on a close reading of Ezra Pound's Cantos part I and part II.” The authorial framework claims modernism’s cultural capital for electronic literature and encourages close reading of its text, but the work’s formal presentation of speeding, flashing text challenges such efforts. Reading Dakota as it reads Pound’s first two cantos exposes how modernism serves contemporary, digital literature by providing a model of how to “MAKE IT NEW” by renovating a literary past.

    Eric Dean Rasmussen - 14.02.2011 - 10:27

  7. Senghor on the Rocks: A Georeferenced Electronic Novel

    author-submitted abstract: Senghor on the Rocks (SOTR) is the first novel that has been extensively illustrated with the help of online satellite imagery. SOTR was written in the form of a classical novel well before we developed the presented online format for publishing. Because of its linear narrative structure, the consistent first?person perspective of the text and the movement that happens throughout the text, it was very well suited for an adaption as an online "geo?novel" based upon Google Maps. The text of the novel was not changed for the online version, but every scene has been geographically referenced and the chapter structure has been adjusted for online reading habits.

    Eric Dean Rasmussen - 16.02.2011 - 14:50

  8. 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

  9. A [S]creed for Digital Fiction

    An international group of digital-fiction scholars proposes a platform of critical principles, seeking to build the foundation for a truly "digital" approach to literary study. Published in ebr's electropoetics thread.

    Eric Dean Rasmussen - 18.02.2011 - 22:31

  10. 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

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