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  1. Cybertext: Perspectives on Ergodic Literature

    Cybertext explores the aesthetics and the textual dynamics of digital literature and its many diverse genres such as hypertext fiction, computer games, computer generated poetry and prose, and collaborative Internet texts such as MUDs. However, instead of insisting on the uniqueness and newness of "electronic writing" or "interactive fiction" (phrases which mean very little) the author situates these new literary forms within the larger and much older field of "ergodic" literature, from the ancient Chinese I Ching to the literary experiments of the OuLiPo. These are open, dynamic texts where the reader must perform specific actions to generate a literary sequence, which may vary for every reading. Aarseth constructs a theoretical model that describes how these literary forms are different from each other, and demonstrates how the widely assumed divide between paper texts and electronic texts breaks down under careful analysis.

    Patricia Tomaszek - 21.09.2010 - 10:59

  2. Digital Arts and Literature – Is it Just a Game?

    “Games are not serious; digital art and literature are playful; therefore they are not serious”. Formulations such as these are sometimes used when discussing the playfulness of digital art and literature. The origin of this argument is based on the traditional opposition between “serious” and “playful”. Because of their interactive nature, digital art and literature have often been considered as particularly close to play - and to “mass culture”. Depending on the approaches, this proximity is interpreted as an opportunity, or as a risk, as I will show in this article.

    On the one hand, art and play are so closely related that it has become commonplace to assert: “art is play”, “play is art”. On the other hand, it seems equally impossible to deny the existence of playfulness in art and literature. Indeed, is it not one of their fundamental privileges to allow free, unselfish play with the materials, codes and conventions, while science, craft industry, and industrial design are "condemned" to produce and capitalise?

    Patricia Tomaszek - 12.01.2011 - 16:44

  3. 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

  4. Workplace is Mediaspace is Cityscape: Nick Montfort on Book and Volume

    Workplace is Mediaspace is Cityscape: Nick Montfort on Book and Volume

    Eric Dean Rasmussen - 08.03.2011 - 14:54

  5. Gamely Interstitial: Narrative, Excess, and Artifactual Interstanding

    Moulthrop's 1999 Cybermountain keynote, delivered in a MOO online, addresses connections between games, comics, visual narratives, and contemporary web-based and hypertext fictions, emerging from postmodernist media and literary landscape.

    Scott Rettberg - 26.03.2011 - 10:49

  6. Event-Space on the Move (On the Computer Games Philosophy)

    Event-Space on the Move (On the Computer Games Philosophy)

    Eric Dean Rasmussen - 07.04.2011 - 10:04

  7. Grand Text Auto

    A group blog about computer narrative, games, poetry and art. From 2003-2009 operated as a collective effort on a single blog, now pulls conent from individual and institutional blogs of the contributors. Grand Text Auto also had two collective gallery shows of electronic literature and digital art, at the Beall Center for Arts and Technolgoy at UC Irvine (2007) and the Krannert Center at the University of Illnois (2009).

    Scott Rettberg - 14.04.2011 - 00:27

  8. E-Formes 2: Au risque du jeu

    Présentation de l'éditeur :

    Cet ouvrage est l'occasion d'une réflexion croisée de chercheurs et d'artistes de provenances très diversifiées, sur un domaine dont les productions brouillent les frontières entre les arts et les usages et échappent aux paradigmes conventionnels de l'analyse et de la critique.

    En effet, pétries de nombres et modelées par les programmes informatiques, les " e-formes " s'actualisent néanmoins par des mots, des images et des sons. Ainsi, le plus souvent à la frontière entre les objets artistiques mis en ligne sur le Web et les objets de communication conçus pour lui, elles se réapproprient les formes traditionnelles, les incorporent dans leur propre médium et composent entre programmations et pratiques interactives.

    Que l'on s'inquiète de leur fondement ludique, de leur légèreté inconséquente, de leurs faux-semblants, ou que l'on se réjouisse de leur sens parodique ou de leur génie poétique, il importe d'admettre que ces e-formes participent d'un paysage culturel encore flou que les textes ici réunis ont le mérite d'explorer et de commencer à clarifier.

    Sommaire:

    Scott Rettberg - 26.04.2011 - 15:25

  9. Looking Behind the Façade: Playing and Performing an Interactive Drama

    Looking Behind the Façade: Playing and Performing an Interactive Drama

    Jörgen Schäfer - 28.06.2011 - 14:33

  10. Why digital games and networks can help us to change reality and generate concrete changes in social environments

    Starting by questioning why digital games and networks can help us to change reality and generate concrete changes in social environments we will research the application of playful techniques and spaces to address the challenges of our present world. We will state that these strategies can be useful to scrutinize specific and real questions. Using social game examples such as Investigate your MP’s Expenses (2009), World Without Oil (2007), Superstruck, Invent the Future (2008), Evoke (2010) and Playing with Poetry (2010), the aim of the paper/presentation is to promote and expand the field of experimental alternate reality games (ARGs) in a broader context. We will analyze some social games such as Farmville or Mafia Wars, derivatives of Facebook networking social programs, and the aim of the work is to research questions like why can players become addicted to this kind of simulation even if these playable environments are monotonous, boring and obvious? Why every day millions of people plant vegetables and flowers in a predictable platform on the web?

    Eric Dean Rasmussen - 30.08.2011 - 11:56

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