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  1. Big Swing

    Big Swing is a semi-non-linear, online narrative that mixes text, photography, sound design, video and interactivity. The story is designed to be explored rather than read. Delivered in semi-non-linear modules, the piece attempts to introduce and resolve tension in the manner of a traditional narrative, while still providing the user some degree of choice and control.

    Exploring the story: Click on the small squares and words to reveal story fragments. Yellow words connect to the next chapter.

    Scott Rettberg - 11.04.2013 - 12:18

  2. Creative Practice and Experimental Method in Electronic Literature and Human Experimental Psychology

    This article discusses issues arising from the relationship between practitioners in Electronic Literature and researchers in the field of Human Experimental Psychology, including the possible emergence of new communities that cross over this boundary. The introduction (1) considers the possible drivers of this process, including technology, interdisciplinarity and research funding policy, after first explaining the source of the article in an interdisciplinary project, Poetry Beyond Text: Vision, Text and Cognition (2009-11). This project involved literary critics, psychologists and creative artists and studied works that combine (poetic) text with images, including digital poetry, concrete poetry, artists’ books, visual poetry and poetry-photographic works. In section 2 we discuss the concept of the “experimental” in aesthetic and scientific contexts, identifying the relatively universal model of the subject constructed through experimental procedure in Psychology and contrasting it with the radical idea of the subject implied by avant-garde aesthetic practice.

    Scott Rettberg - 25.06.2013 - 13:52

  3. Le récit littéraire interactif. Narrativité et interactivité

    The expression interactive literary narrative applies to a variety of works. In its diversity, the
    interactive literary narrative raises questions on narratives, interactive architecture, multimedia as
    well as on literature. It is because the interactive literary narrative is wrought by tensions that it has
    this questioning and maybe even revealing capacity. This tension is first and foremost that which lies between narrativity and interactivity and which investigates other connections or tensions :
    - with regards to the narrative, the tension between adherence and distance can be characterized by a play on fictionalization and reflexivity;
    - with regards to the interactive architecture, the tension between assistance and control roles can
    manifest itself by a play on loss of grasp,
    - with regards to the multimedia, the tension between a text-based narrative and a multimedia
    narrative can be reached by work on text as a dynamic and polysemiotic object, and also the
    theatralization of interactive objects endowed with behaviour,

    Patricia Tomaszek - 09.07.2013 - 20:19

  4. Psychoanalytic Interpretation of Blueberries by Susan Gibb

    La obra de ficción digital titulada Blueberries (2009) de Susan Gibb, publicada en la ELO (Organización de literatura electrónica) invita al lector/a a viajar dentro de la mente de la protagonista para descubrir sus experiencias reales e imaginarias en las que se examinan las nociones de género, sexo, cuerpo e identidad de una mujer traumatizada. En este artículo se exploran los modos verbales y visuales en esta ficción digital breve siguiendo patrones semióticos así como se interpretan los estados psicológicos por medio de componentes poéticos y tecnológicos. Se llevará a cabo un estudio comparativo de las consecuencias del trauma en la protagonista de la historia con teorías psicoanalíticas de Sigmund Freud, Jacques Lacan, así como las de las psicoanalistas feministas: Melanie Klein y Bracha Ettinger. Se estudiarán las reacciones de la protagonista ante la pérdida de la realidad, las alucinaciones y el complejo de Electra, así como el surgimiento de mecanismos de defensa y su uso de la creatividad artística como terapia curativa.

    Maya Zalbidea - 03.06.2014 - 11:07

  5. Entrevista a Rui Torres

    Rui Torres is Associate Professor at University Fernando Pessoa (UFP) in Porto and also author of several works of digital poetry. In this interview he explains how he started working in this field and where his inspiration comes from. Furthermore he explains why he sees the works of electronic literature as literary experiments and his concept of aesthetics taking in account his privilege for multimedia and the active participation of the readers in the creation of some his works. In the end he makes some considerations about preservation and archiving of works of electronic literature.

    Daniele Giampà - 12.11.2014 - 19:44

  6. The Ballad of the Internet Nutball: Chaining Rhetorical Visions from the Margins of the Margins to the Mainstream in the Xenaverse

    This dissertation is just one portal into the cyberspace-based virtual world called the "Xenaverse," so named because of its association with the world-wide syndicated television program, "Xena: Warrior Princess." The Xenaverse cannot be contained by this dissertation, but this project seeks to link and merge with the webbed Xenaverse culture in cyberspace. To learn about the Xenaverse you must step through a portal, become immersed and explore, both within and beyond the blurred boundaries of this dissertation, and into the Xenaverse itself. When you are ready to leave, you will have to find your way out, for just as this hypertextual dissertation has an entry portal, it also has an exit portal, a space for you to debrief and share your thoughts on your way out, to contribute to the ongoing dialogue that is this dissertation web on the Internet.

    Patricia Tomaszek - 02.10.2015 - 10:51

  7. 80 Days

    80 Days is an interactive fiction game released by Inkle on iOS platforms on July 31, 2014 and Android on December 16, 2014. It was released on Microsoft Windows and OS X on September 29, 2015. It employs branching narrative storytelling, allowing the player to make choices that impact the plot. The plot is loosely based on Jules Verne's novel Around the World in Eighty Days. (Source: Wikipedia)

    Hannah Ackermans - 08.02.2017 - 14:09

  8. From Game-Story to Cyberdrama

    Moving from the holodeck to the game board, Janet Murray explains why we make dramas of digital simulations.

    Andre Lund - 26.09.2017 - 13:09

  9. Broken Windows and Slashed Canvases: Digital Comics and Transgressive Horror

    I investigate digital horror comics as a case study in anxieties about the boundaries between fiction and reality provoked by the remediation of print media forms, such as text or comics, as digital media forms. Because the horror genre often deals with questions of transgression and boundaries, and because the frightening fictions depicted in horror media raise the stakes on questions of the boundaries between media and reality, horror it is a fruitful site for exploring assumptions and anxieties about the boundaries of media. This paper uses Noel Carroll's framework of “art horror” to examine digital horror comics by three authors: Studio Horang's Bong-Cheon-Dong Ghost (2011), Ok-su Station Ghost (2011) and Ghost in Masung Tunnel (2013), Emily Carroll's Prince And The Sea (2011), When The Darkness Presses (2012) and Margot's Room (2011), and Kazerad's Prequel (ongoing). These comics all make use of uniquely digital elements, such as “infinite canvas” pages of different sizes, animation, and sometimes sound, to subvert the reader's expectations and create horrific effects.

    Linn Heidi Stokkedal - 05.09.2018 - 15:24

  10. Opening up the Silent World: Narrating Interaction in a Digital Comic

    This paper examines Minna Sundberg’s ongoing and award winning digital web comic Stand Still. Stay Silent as a type of e-literature increasingly found in the “gap” between digitized comics and graphic novels on the one hand and born digital e-lit on the other. While the Sunberg’s process of production will be briefly noted, the main focus explores how the comic thematizes modes of interactivity that Sundberg also encourages in her readers/followers via forms of social media. Set in a post-apocalyptic world , the comic is an ongoing tale of exploration and discovery, where a group young explorers have left the havens of plague-free safe zones in order to see what is left of the rest of the world. The supernatural elements associated with the plague, or “the illness,” are also associated with a past that somehow went wrong. Writing of “Beasts, Trolls, and Giants,” the narrator explains, “They are a shadow of our past, a distorted echo of what once there was.” Avoiding the shadow of the past and the monstrosities it has produced is a powerful theme, carrying an implied social critique that deserves examination.

    Amirah Mahomed - 19.09.2018 - 15:17

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