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  1. Art, Creativity, Intellectual Property and the Commons

    Let us begin with a story about art. In this story, art produces aesthetic works of durability and stability — things that “stand up on their own”. The act of artistic production doesn’t come from nowhere; neither is it born in the heads of private individuals. It doesn’t dwell in a social nothingness. Nor does it start with a blank canvas. Any moment of production involves the reassembling and rearranging of the diverse materials, practices and influences that came before it and which surround it. Out of this common pool, art creates aesthetic works with emergent properties of their own. From the social world in which it lives, art creates affect and precept. It forms new ways of feeling, seeing and perceiving the world. It gives back to us the same object in different ways. In so doing, art invents new possibilities and makes available new forms of subjectivity and life. Art is creative and productive.

    David M. Berry - 21.09.2010 - 11:11

  2. On Byways and Backlanes: The Philosophy of Free Culture

    We see before us a turning in free culture. This turning, lies between the claims of the ordinary against those of the extraordinary, and suggests that we need to carefully examine our current situation. The ordinary highlights the fact that even in the beginnings of free culture there existed its middle and its end, that its past invaded its present, and even the most extreme attention to the present is invaded by a concern for the future. Whereas the extraordinary highlights the possibility of thinking that brings us out of this life-world and instead opens out and unfolds the way in which we might reveal a different world. This world could be said to be both within capitalism and between capitalisms. Here we might think about the transformation of the economic base from an industrial fordist form of capitalism, to an economy founded on the valorisation of information and code, a postfordist capitalism. Free culture, then, could be said to lie in the interstices, and in so doing could be a rare chance to help to point the way from the lived to the desired.

    David M. Berry - 21.09.2010 - 11:22

  3. Ping Poetics

    Sandy Baldwin investigates the manner in which a computer "ping trace" can be classified as a form of digital poetics, and discusses the underlying symbolic practices of both poesis and poetics that encompass coding and computation.

    Eric Dean Rasmussen - 21.09.2010 - 11:27

  4. For Thee: A Response to Alice Bell

    In an essay that responds to Alice Bell's book The Possible Worlds of Hypertext Fiction (Palgrave Macmillan, 2010), Stuart Moulthrop uses the lessons of hypertext as both an analogy and an explanation for why hypertext and its criticism will stay in a "niche" - and why, despite Bell's concern, that's not such a bad thing. As the response of an author to his critic, addressed to "thee," "implicitly dragging her into the niche with me," this review also dramatizes the very productivity of such specialized, nodal encounters.

    Eric Dean Rasmussen - 03.02.2011 - 11:01

  5. Interactive Fiction? I prefer Adventure

    Interview with Don Woods about how he built upon Will Crowthers Colossal Cave Adventure in 1976, making it more game-like.

    Jill Walker Rettberg - 18.02.2011 - 15:03

  6. Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky

    Because so little primary historical work has been done on the classic text computer game "Colossal Cave Adventure", academic and popular references to it frequently perpetuate inaccuracies. "Adventure" was the first in a series of text-based games ("interactive fiction") that emphasize exploring, puzzles, and story, typically in a fantasy setting; these games had a significant cultural impact in the late 1970s and a significant commercial presence in the early 1980s. Will Crowther based his program on a real cave in Kentucky; Don Woods expanded this version significantly. The expanded work has been examined as an occasion for narrative encounters [Buckles 1985] and as an aesthetic masterpiece of logic and utility [Knuth 1998]; however, previous attempts to assess the significance of "Adventure" remain incomplete without access to Crowther's original source code and Crowther's original source cave. Accordingly, this paper analyzes previously unpublished files recovered from a backup of Woods's student account at Stanford, and documents an excursion to the real Colossal Cave in Kentucky in 2005.

    Jill Walker Rettberg - 18.02.2011 - 15:39

  7. The Gaming Situation

    The Gaming Situation

    Jill Walker Rettberg - 18.02.2011 - 15:53

  8. Framed: The Machine in/as the Garden

    Deploying what he has dubbed "the ecological thought," Timothy Morton offers a critical reading of Roderick Coover's online cinemascapes Canyonlands: Edward Abbey and the Defense of Wilderness. In the video's stark modernist form, Morton writes, "the hydroelectric engine of human progress still hums." What's needed now, he suggests, is a "Goth remix."

    (source: http://electronicbookreview.com/thread/criticalecologies/flooded)

    Eric Dean Rasmussen - 18.02.2011 - 22:07

  9. Riposte to "A [S]creed for Digital Fiction"

    Kate Pullinger thinks the Digital Fiction International Network is too hasty in dismissing e-books as "paper-under-glass texts."

    Eric Dean Rasmussen - 18.02.2011 - 22:33

  10. Some Joyces, Not an Eco: Introduction to Instruments and Playable Texts

    Some Joyces, Not an Eco: Introduction to Instruments and Playable Texts

    Eric Dean Rasmussen - 21.02.2011 - 10:30

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