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  1. Inanimate Alice, Episode 4: Hometown

    Author description: Episode 4 of Inanimate Alice finds Alice going to school at last. She and her parents have ended up in a multicultural city in the middle of England. For the first time ever, Alice has friends her own age, and they do all the things that 14 year olds everywhere do. "And now I am going to die!" Attempting to impress her friends one afternoon, Alice climbs a rickety staircase outside an abandoned factory. When it collapses beneath her, she hangs on by her fingernails, then hauls herself up onto a ledge. But now she is stuck - she can't get down, she can't go up. The only way out is through the scary factory, half-demolished and very dangerous. Can you help Alice? Can you find the way out? Catch up with her in Inanimate Alice, Episode 4: Hometown. Episode 4 is the largest and most complex episode in the series to date. The "teachers only" version of this episode provides a 'skip intro' option and opens up all of the navigation icons from the beginning so that educators can focus on the sections of the narrative appropriate to their needs.

    Eric Dean Rasmussen - 21.02.2011 - 10:01

  2. Avatars of Story

    Traces the transformation of storytelling in the digital age. Since its inception, narratology has developed primarily as an investigation of literary narrative fiction. Linguists, folklorists, psychologists, and sociologists have expanded the inquiry toward oral storytelling, but narratology remains primarily concerned with language-supported stories. In Avatars of Story, Marie-Laure Ryan moves beyond literary works to examine other media, especially electronic narrative forms. By grappling with semiotic media other than language and technology other than print, she reveals how story, a form of meaning that transcends cultures and media, achieves diversity by presenting itself under multiple avatars.

    Eric Dean Rasmussen - 24.02.2011 - 09:00

  3. Mindwheel

    Mindwheel

    Eric Dean Rasmussen - 07.03.2011 - 13:02

  4. Gamely Interstitial: Narrative, Excess, and Artifactual Interstanding

    Moulthrop's 1999 Cybermountain keynote, delivered in a MOO online, addresses connections between games, comics, visual narratives, and contemporary web-based and hypertext fictions, emerging from postmodernist media and literary landscape.

    Scott Rettberg - 26.03.2011 - 10:49

  5. Chroma

    Chroma is an interactive serial that examines issues of racial identity in virtual environments through a tightly choreographed combination of graphics, voice and music. Three digital explorers are tasked by their mentor with the creation of avatars that will enable exploration of a newly rediscovered "natural cyberspace" humans long ago lost the ability to access. Conflict arises when one character pauses to question the wisdom of blindly forging ahead with human representation in the digital world. Interactive real-time animations are used to represent the thoughts and feelings of the main characters, and respond to the user in intimate ways that help to illuminate the unfolding story while building emotional connections with its central players.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Scott Rettberg - 15.04.2011 - 13:45

  6. The History of Hypertext Authoring and Beyond: Interview with Stuart Moulthrop

    Malloy's interview with Moulthrop focuses on his early work, his entrée into writing hypertext and his hypertext novel Victory Garden, the "mostly mythical" artists' collective TINAC, and one of his later works, Under Language. The interview appears on the Authoring Software project.

    Scott Rettberg - 20.10.2011 - 09:42

  7. Networked Improv Narrative (Netprov) and the Story of Grace Wit & Charm: Rob Wittig's Thesis Defense

    This is a recording of the 20 minutes or so of Rob Wittig's thesis presentation and oral exam for the MA at the University of Bergen, which was done on Tuesday, December 13, 2011 via Skype. Wittig's thesis outlines the genesis of a new network based genre at the interstices of game, improvisational theatre, literature, mass media and digital media. It was also the first MA thesis in the UiB Digital Culture program to include a fully developed creative project in electronic literature as well as an excellent theoretical thesis in print.

    Scott Rettberg - 14.12.2011 - 11:50

  8. Connecting Narrative Video games and Electronic literature

    This project aims to explore some of the differences and similarities between the narrative video games and electronic literature games documented in the ELMCIP Knowledge Base. The paper focuses on comparing the two game types and discussing literary aspects, game mechanics, platforms, and more. It also includes graphs made in Gephi that shows how tags and platforms from the Knowledge Base can be connected to the different games and works. 

    (Source: Author's description)

    Filip Falk - 23.07.2018 - 18:21

  9. Virtualizing Material Games

    Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.
    The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.

    Milosz Waskiewicz - 27.05.2021 - 16:00