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  1. Collaborative Narrative

    Brief entry on collaborative narrative situating collaboration in hypertext and online writing contexts.

    Collaboratively written narratives are not specific to new media: a number of works within the Western cultural and literary canon, for example the epics of Homer, the Judeo-Christian Bible, and Beowulf, are believed to have been developed through collaborative storytelling and writing processes. It can however be said that collaborative writing practices are more prevalent in contemporary digital media than in print.

    Electronic literature authors most often write within software platforms that are themselves “authored”—every time someone opens up Photoshop, or Flash, they are reminded of the long list of developers who actually wrote the software. So even making use of a particular application is a type of collaboration. There is a greater degree of transparency to the collective efforts involved in digital media production than to traditional literary production.

    (Source: Author's introduction)

    Scott Rettberg - 01.11.2013 - 11:53

  2. Hoaxes

    Brief definition and history of digital hoaxes.

    Jill Walker Rettberg - 22.04.2014 - 06:07

  3. Writing Synaptically: Using SCALAR as a Creative Platform

    I attended the ELO’s 2012 conference at WVU as a novice in electronic literature—primarily as a fiction person with an interest in the creative possibilities of new media, particularly given the ways in which the nature of the cinematic experience is becoming more personal. (Though I am a writer rather than a scholar, I have written critically on this topic in “The Lost Origins of Personal-Screen Cinema,“ a chapter in the anthology Small Cinemas Discovered Anew, forthcoming in 2014 from Lexington Books/Rowman-Littlefield.)

    Alvaro Seica - 20.06.2014 - 00:31

  4. The joy of text-the fall and rise of interactive fiction.

    he annual Interactive Fiction Competition is an institution that has endured for almost 20 years, with the goal of discovering each year’s best and brightest works in the world of text-based gaming. The genre is surprisingly broad and complex – and this year’s entries show how much text games have to offer modern audiences, even those who don’t ordinarily play computer games.

    The age of free and intuitive creation tools, combined with the explosion of mobile platforms, e-reader devices and an audience that’s comfortable reading screens, means a brand-new opportunity for fresh narrative experiences that stand to attract new types of players.

    Veteran gamers may remember the text-based adventures of history – titles like Adventureland, Zork and Hitchhiker’s Guide to the Galaxy. Arriving in the late 1970s and early 80s, they were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience.

    Martin Li - 21.09.2020 - 16:54