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  1. Electronic Literature, Chapter 4: Interactive Fiction and Other Gamelike Forms

    This research collection includes references from the third chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Interactive Fiction and Other Gamelike Forms. Computer games and electronic literature share a rich common history. Computer games are clearly the dominant form of contemporary entertainment produced within digital environments and are the sites of some of the most developed thinking about the potentialities of computation for narrative, interactivity, and multimedia. Computer games are also, at this point in history, the focus of the largest popular entertainment industry, dwarfing even the film industry. As discussed in this chapter of Electronic Literature, at least one genre of electronic literature, interactive fiction (IF), is directly derived from some of the earliest games made for personal computers – the “text adventure” games of 1980s. A community of “amateurs” coalesced around the genre in subsequent years, developing its own creation and distribution platforms, competitions, publications, and databases.

    Scott Rettberg - 26.09.2018 - 10:02

  2. Electronic Literature, Chapter 5: Kinetic and Interactive Poetry

    This research collection includes references from the fifth chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Kinetic and Interactive Poetry. This chapter considers kinetic, multimedia, and interactive digital poetry. These forms of digital poetry have rich relationships with antecedent movements, particularly those that are concerned with the materiality of the text as image, with the granularity of language, and with the relationship between poetry, sound, and music. Animation and interactivity have consequences not only for our experience of the text as read, but also for our understanding of letters and words as manipulable material objects.

    Scott Rettberg - 26.09.2018 - 10:10

  3. Electronic Literature, Chapter 6: Network Writing

    This research collection includes references from the sixth chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Network Writing. Network writing is electronic literature created for and published on the Internet. It may require readers to visit multiple sites to experience the narrative, it may interrogate the nature and materiality of the network itself, it may use the Internet’s potential for collaboration, or use the network as a site for performance. For electronic literature, networks are both platform and material. As technology has led to rapid societal change, one of the most logical extensions of the project of electronic literature is to serve as a locus of reflexive critique of the position of the human within the technological apparatus.

    Scott Rettberg - 26.09.2018 - 10:18

  4. Electronic Literature, Chapter 7: Divergent Streams

    This research collection includes references from the seventh chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Divergent Streams. Locative narrative, digital literary installations, virtual and augmented reality narrative, and interactive and combinatory cinema are each areas of electronic literature that have been substantially developed, if not yet in the same sustained way as the core genres detailed in the other chapters of Electronic Literature. Each in some way builds upon those other genres while expanding them into new spaces and environments, as well as into other disciplines. Extensions of electronic literature into the physical world, into virtual reality, into performance, gallery arts, and cinema environments could in fact be the subject of a successor volume to this book. This chapter also provides the reader with some information on the research infrastructure of the field and where to find work, and finally considers the present situation and potential future of electronic literature as a discipline.

    Scott Rettberg - 26.09.2018 - 10:24

  5. Third Person: Authoring and Exploring Vast Narratives

    The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena.

    Ana Castello - 02.10.2018 - 19:56

  6. The Importance of the Term of Narratology in Electronic Literature

    This research collection is created for the paper for the research paper that is a final assesment of Digital Humanities in Practise course in University of Bergen. I will analyse the connection between creative works that are mentioned in the critical writings that are emphasizing the term of narratology in electronic literature.  

    At the moment, The ELMCIP Knowledge Base of Electronic Literature is the most suitable source for the analysis of this topic. Even if we cannot apply the same conclusion for all of the genre of the Electronic Literature, we can at least make generalizations about data that is uploaded to the database, which probably gathers most of the existent information about the genre of electronic literature. The database consists of cross-referenced entries on creative works of and critical writing about electronic literature as well as entries on authors (Scott Rettberg 2012). All nodes are cross-referenced so that it can be clearly seen which works were linked to the critical articles referencing the works.

    Akvile Sinkeviciute - 23.10.2018 - 11:50

  7. Games

    Games

    Susanne Årflot Løtvedt - 13.11.2018 - 23:35

  8. EL-games

    EL-games

    Susanne Årflot Løtvedt - 18.11.2018 - 22:48

  9. Database Narratives

    Database Narratives

    //WORK IN PROGRESS//

    This research collection is part of a collaboration between dr. Inge van de Ven and Hannah Ackermans, in which we examine the prominent database practice in the field of electronic literature. We study electronic literature databases from an approach we call digital hermeneutics. We oscillate in our considerations between text and context, part and whole, qualitative and quantitative. Drawing parallels between electronic literature databases and database narratives reveals the processes involving in building and interpreting databases.

    Hannah Ackermans - 31.03.2019 - 11:03

  10. Affirmative post-cinema

    This collection gathers digital works that have a critical perspective on gender roles and relations of power. It includes audiovisual digital art/ works of extended cinema, such as augmented reality (AR), virtual reality (VR), locative narratives, gallery films or video art made digitally that have an affirmative approach to gender and spatial relations, one that refuses binaries as they imagine future possibilities.

    This collection arised of the following project:

    2018-2020, Marie Skłodowska-Curie Actions (Individual Fellowships Call: H2020-MSCA-IF-2017): "AFFIRMATIVE: Affirmative Post-Cinema: Narrative and Aesthetic Responses to Gender and Power" (grant number 800259)

    Maud Ceuterick - 31.10.2019 - 15:39

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