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  1. The Digital Poem against the Interface Free

    Recent e-literature by Judd Morrissey and Jason Nelson represents a broad movement in e-literature to draw attention to the move toward the so-called “interface free” – or, the interface that seeks to disappear altogether by becoming as “natural” as possible. It is against this troubling attempt to mask the workings of the interface and how it delimits creative production that Judd Morrissey creates “The Jew’s Daughter” – a work in which readers are invited to click on hyperlinks in the narrative text, links which do not lead anywhere so much as they unpredictably change some portion of the text. Likewise working against the clean and transparent interface of the Web, in “game, game, game and again game,” Jason Nelson’s hybrid poem-videogame self-consciously embraces a hand-drawn, hand-written interface while deliberately undoing videogame conventions through nonsensical mechanisms that ensure players never advance past level 121/2. As such, both Morrissey and Nelson intentionally incorporate interfaces that thwart readers’ access to the text so that they are forced to see how such interfaces are not natural so much as they define what and how we read and write.

    Eric Dean Rasmussen - 05.10.2011 - 09:09

  2. Seven Types of Interface in the Electronic Literature Collection Volume Two

    Seven Types of Interface in the Electronic Literature Collection Volume Two

    Eric Dean Rasmussen - 05.10.2011 - 10:16

  3. Reading (De)coherent Hypertexts: a Creative Performance Based on a Close Reading of the German Hyperfiction Zeit für die Bombe

    Reading (De)coherent Hypertexts: a Creative Performance Based on a Close Reading of the German Hyperfiction Zeit für die Bombe

    Eric Dean Rasmussen - 02.05.2012 - 12:04

  4. Electrifying Detail: Writing and Reading Triggers in Textual Zoom

    What can be said about the detail as an aesthetic category within the framework of an emergent electronic culture? The paper does not aim to draw a standpoint on the subject but rather to identify possible paths of reflection and inquiry starting from a particular model: a form of zoomable text (z-text) and interface (zoom-editor) allowing the text to be structured on levels of detail and explored by zoom-in and zoom-out. The questions that we intend to address concern the role of detail as a trigger fostering both the writing and the reading process. As an essential ingredient of the zooming paradigm - urging the writer to say and the reader to ask more about what has already been said - the detail acquires a prevalent character, that of trigger of the textual unfolding and core of the interface functionality.

    Eric Dean Rasmussen - 19.06.2012 - 14:56

  5. Slow Games, Slow Poems: The Act of Deliberation in "Slow Year"

    “Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
    essential differences between videogames and other forms of expressive culture, such as
    literature, photography, and cinema. But what about videogames in which action looks like
    inaction? What about videogames in which action means sitting still? What about a videogame
    that purports to be less a game and more a meditation—a work of literature? In this paper
    I explore a prominent yet remarkably understudied example of a slow game—a game that
    questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
    for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
    matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
    encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
    mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
    any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, an

    Eric Dean Rasmussen - 21.06.2012 - 12:55

  6. Curating the MLA 2012 'Electronic Literature' Exhibit

    What follows is an explanation of the logic underlying this idea of curating the "Electronic Literature" exhibit and a rearticulation of our curatorial statements, viewed now in retrospect. Dene Grigar begins by introducing our underlying views and includes her revised statement for "Works on Desktop." Lori Emerson follows with her statement on "Readings and Performances;" Kathi Inman Berens ends the essay with her statement on "Mobile and Geolocative" works.

    Source: from the article (3)

    Patricia Tomaszek - 28.08.2012 - 22:14

  7. The Joy of E-Lit (Interview with Kathi Inman Berens)

    Kathi Inman Berens is a literary scholar with an enthusiasm for e-lit. Among many other activities, she co-curated with Dene Grigar MLA 2012 and then MLA 2013; and is now (as of early 2013) co-curating with her a new show, the first exhibit of e-literature at the Library of Congress.

    Her candidness about the difficulties traditionally trained literary scholars encounter when they read e-lit helps to humourize a situation that often staleley devolves into ideologies. Berens agile deft comedic scrutiny combined with a tactile sensual playfulness, makes her a formidable viewer and critic and in the future (perhaps) locative poet.

    Interview 2012-06-23 at ELO Morgantown.

    (Source: David Jhave Johnston, Vimeo)

    Scott Rettberg - 12.02.2013 - 14:25

  8. "How It Is in Common Tongues": an interview with John Cayley and Daniel Howe

    A video interview about the installation "How It Is in Common Tongues" at the Remediating the Social exhibition with John Cayley and Daniel Howe. Interview conducted by Scott Rettberg 3 Nov. 2012 at Inspace, Edinburgh. Photography by Richard Ashrowan.

    Scott Rettberg - 15.02.2013 - 12:57

  9. Minecrafted Meaning: The Rhetoric of Poetry in Game Environments

    This essay is a synopsis of my fourth chapter from my dissertation. My research consists of game-poems and how they fundamentally alter the experience of “reading” poetry. Ultimately, my argument is that poetic experience is no longer initiated by text, but by the kinetic, audible, visual, and tactile functions in the digital environment that I label as trans-medial space; in effect, these functions sustain the poetry experience, and, thus, require the reader/user of the poem to play, rather than read, as a new form of “reading” the digital game-poem in order experience and interpret a poem’s meaning.

    Jill Walker Rettberg - 28.06.2013 - 09:05