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  1. Narrative Games

    This is a collection of games with a narrative or story. The collection aims to include different types of work, from open-world console video games to electronic literature games, as well as relevant critical writings. The collection can be used for research projects that focus on video games, electronic literature and platforms. 

    Filip Falk - 19.10.2017 - 19:16

  2. Visualization of feminist works

    A collection of different feminist works. Main purpose of this collection is to list as many relevant works as possible, in order to create a visualization of feminism in digital/electronic literature. This is being used in a research paper for DIKULT207 at the University of Bergen.

    The research paper focuses on these questions:

    • Is digital/electronic literature giving feminism a new voice?
    • What types of feminist messages are popular in digital/electronic literature?
    • What types of works are popular? (e.g. poetry, flash games, audio/visual works)

    Using Gephi, these questions will be answered through visualization showing tags, and connecting the tags (such as "feminism" and "postfeminism") to works, platforms and types of message. The more popular nodes will be bigger, which will hopefully make the visualization intuitive and easy to use.

    Lena Silseth - 26.10.2017 - 13:53

  3. Reimagining the City: Interventions of Digital Texts in Physical Spaces

    Reimagining the City: Interventions of Digital Texts in Physical Spaces

    Hannah Ackermans - 27.10.2017 - 14:56

  4. Traversals

    A collection of works that were highlighted in a Traversal hosted at the Electronic Literature Lab or a work of criticism that discusses the Traversal methology pioneered by Dene Grigar and Stuart Moulthrop.

    Dene Grigar - 13.08.2018 - 21:39

  5. First Person: New Media as Story, Performance, and Game

    [This work approaches t]he relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists. The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between "story" and "game," as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment. This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from "Cyberdrama" to "Ludology" (the study of games), to "The Pixel/The Line" to "Beyond Chat."

    (https://mitpress.mit.edu/books/first-person ; 03.09.2018)

    It was published in March 2004 as a hardcover and in March 2006 as a Paperback.

    ISBN: 9780262232326

    Luiza Weil - 03.09.2018 - 11:09

  6. Erasure

    An ongoing collection on the topic of erasure and the form of erasure poetry.

    Alvaro Seica - 20.09.2018 - 11:10

  7. Research Collection of Research on Collections

    //Work in progress//

    This research collection consists of publications about the electronic literature databases included in the CELL project

    Hannah Ackermans - 24.09.2018 - 14:05

  8. Electronic Literature, Chapter 1: Genres of Electronic Literature

    This research collection includes references from the first chapter of Electronic Literature by Scott Rettberg (Polity, 2018), which is focused on the question of how we can describe genres in electronic literature, and why we should. The chapter also provides an overview of key critical writing in the field.

    Scott Rettberg - 26.09.2018 - 09:21

  9. Electronic Literature, Chapter 2: Combinatory Poetics

    This research collection includes references from the second chapter of Electronic Literature by Scott Rettberg (Polity, 2018) on Combinatory Poetics. Computer programs access and present data, whether internal to the program and provided by external sources and user input, and then through algorithmic processes, modify or substitute the data presented by the system. It is in this procedural substitution of data, and of language, that computation is most concretely connected to combinatory poetics in experimental writing traditions such as Dada, Surrealism, and Oulipo. This chapter of Electronic Literature considers how elements of chance and procedurality served as the foundation for combinatory and generative art and literature. Combinatory poetics emerged in twentieth-century avant-garde movements, further developed in poetry generators in the early history of computing and remains today an essential mode of practice in electronic literature.

    Scott Rettberg - 26.09.2018 - 09:45

  10. Electronic Literature, Chapter 3: Hypertext Fiction

    This research collection includes references from the third chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Hypertext Fiction. Hypertext fiction was the first form of electronic literature to garner sustained critical interest during the late 1980s and early 1990s. A small but dedicated group of writers began to work seriously in the genre at the same time as the personal computer and then the Internet were becoming widely adopted, writing stories designed as interlinked fragments of text, with multiple possible reading sequences to be navigated through the reader’s selection of links between them. At the same time, postmodernism was reaching the peak of its literary and theoretical interest. Hypertext fiction represented a bridge between the literary experimentation of the late twentieth century and the cultural shifts accompanying the move to networked computing.

    Scott Rettberg - 26.09.2018 - 09:49

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