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  1. DNA: A Digital Novel

    Taking the concept of identity theft to its logical conclusion, DNA is an interactive, Web-based novel set in the year 2075, in a future where genetic clones are commonplace and the unique identity of any individual is protected only by tacit consent. Detailing a year in the life of a clone who begins plotting to take on the identity of one of his "code partners," the novel includes a series of hyperlinks to real and fictional Wikipedia entries that provide a peek into the dystopic future of economic, agricultural, cultural, social, and political systems. Influenced by a range of electronic and experimental literary works published over the last fifteen years, DNA presents a non-linear narrative that allows each reader to select his or her own narrative path though the novel and to explore the text's connection to other fictional and non-fictional texts published on the Web. The networked architecture of the project enables the reader to not only construct and engage with the narrative world of the novel itself but with other narrative worlds that exist outside of the novel.

    Jill Walker Rettberg - 12.06.2013 - 13:38

  2. Ice-bound

    Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time.

    Elias Mikkelsen - 10.02.2015 - 15:43

  3. Storyworlds we never leave: long-form interactive narratives, Google Glass and new audiences

    Over the past year I have been exploring the creation and reception of dense, spatialized augmented reality novels that can be experienced via optical see-through glasses, like Goggle glass or Meta -- displays that finally allow a spectator/reader/viewer to wander hands-free though poems and secrets and dreamscapes while they also see and experience the analogue world.

    I am interested in the idea that spatialized AR novels will be explored over days or weeks, not hours, with a granularity and density of text that we have not yet seen in in situ or mobile works - a new generation of electronic writing that combines the density of a novel alongside the rich linkages and possibilities for re-reading promised by early hypertext combined with the potent poetics of the interplay between real and fictional worlds and the bodies walking through them.

    Thor Baukhol Madsen - 13.02.2015 - 10:57