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  1. Two Dimensions for classifying interactive digital narratives

    In this paper, I introduce two dimensions for classifying interactive digital narratives to allow comparisons between works in different traditions with the aim to improve the dialogue across these divides. Electronic literature and other forms of interactive digital narratives exist in many forms, amongst them Interactive Fiction (IF), hypertext fiction (HF), narrative-focused video games, interactive documentaries, art installations and VR/AR works. Between these different forms, underlying models, artistic approaches and descriptive vocabulary differ considerably. I propose to map different works and positions along the dimensions of narrative status and player/interactor role. These two dimensions enable comparisons and are a stepping stone towards a more developed analytical matrix in the future

    Linn Heidi Stokkedal - 29.08.2018 - 15:20

  2. Getting Lost in Narrative Virtuality

    Repetition, gestural abstraction and depictions of noise; an absence of narrative causation, a multiplicity of micro-narratives and opacity of material communications: The digital narrativity observed and created by Will Luers is equally applicable to the films of Stanley Kubrick or the paintings of Hieronymous Bosch - which implies a longer continuity (and less radical transformation?) than we might have expected. Indeed, Luers argues that "networks and nonlinear systems" might better be understood as "something deep in our brains," even as narrative may be regarded "as a necessary construct, but not the complete picture of reality."

     

    David Wright - 28.08.2019 - 03:07