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  1. Disguised Tales: A Masqueraded Complexity in Children's Electronic Literature

    This paper explores what I define as a “masqueraded complexity”, a term that refers to the way
    children’s electronic literature disguises its multiple features to a formative reader (the child/young adult) in order to maintain/assert the whole range of semiotic and narratological creative approaches allowed in this new literary scenario. The paper paper also examines the lights and shadows of children's digital literature's inherent properties from an educational perspective. To support this exploration, I combine theoretical approaches to digital literature (Ryan, Murray, Hayles, Landow, etc.), the exploration of the digital literature landscape for youngsters and recent studies on children's literary education (Chambers, Colomer, Tauveron etc.). Some of my own research group ongoing case studies with real young digital readers will also be used to illustrate the outcomes.
    Despite its obvious heterogeneity, electronic literature presents a series of common complexities

    Jill Walker Rettberg - 20.06.2014 - 18:13

  2. Text Under Glass: The Place of Writing within Interactive Objects

    This presentation explores the theoretical implications of the ways in which text is used within
    interactive glass objects. As car windshields, kitchen counters, bathroom mirrors, restaurant
    tabletops, and other glass surfaces are increasingly wired to respond to human touch, how does
    this change our perception of the text housed therein and what stories does this text tell us about
    the state of interactive objects?

    Thor Baukhol Madsen - 13.02.2015 - 11:16

  3. Understanding Cosmo-Literature: The Extensions of New Media

    The central objective of this paper is to provide a new conceptual theoretical framework starting from the role of new new media in shaping a new kind of literature, which I call Cosmo-Literature. Towards this, I start working from Levinson’s differentiation among old media, new media, and new new media to arrive at the difference among the variable types of media. Next, I address the role of new new media in establishing world democracies and changing the social, cultural, and political world map. After that, I investigate the terms of “global village” and “cosmopolitanism” in relation to literature. To clarify what I mean by Cosmo Literature, I will investigate two new new media novels: Only One Millimeter Away, an Arabic Facebook novel by the Moroccan novelist Abdel-Wahid Stitu, and Hearts, Keys and Puppetry an English Twitter novel by Neil Gaiman, to infer the characteristics of Cosmo literature in general and Cosmo narration in particular.

    Hannah Ackermans - 17.01.2017 - 15:35

  4. 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

  5. Queer Wordplay: The Queer Subversion of Language in Locked-In and Blackbar

    This paper looks at two interactive digital works where female-centred/lesbian desire provides an implicit logic and motivation to the works’ interactivity, which focusses on the control and transgression of language. This wordplay is aimed at resisting dominant regimes of phobic categorization and erasure that pathologize queer desire. In Lucky Special Games’ visual novel Locked-In, the interactor experiences the story through the perspective of Jacqueline Brown, who, as the result of a car crash, has locked-in syndrome, which is characterized by consciousness paired with the complete paralysis of the voluntary muscles. Each of the women who visit Jacqueline's hospital room has a motive for wanting Jacqueline incapacitated or dead, so when Jacqueline discovers that she can slightly move the little finger on one hand, she must decide to which of these women she should reveal that she is conscious. Perhaps the most striking characteristic of Locked-In is its casual indication of Jacqueline’s lesbianism (inferred via her relationship with her spouse Delilah).

    Vian Rasheed - 12.11.2019 - 01:22

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