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  1. House of Leaves

    House of Leaves

    Eric Dean Rasmussen - 18.02.2011 - 20:42

  2. Dictionary of the Khazars: A Lexicon Novel

    Dictionary of the Khazars: A Lexicon Novel

    Scott Rettberg - 25.03.2011 - 12:52

  3. Earthbound: Surfing the Apocalypse

    A transmedial project centered around a novel originally published chapter by chapter on a blog, and later published as a Kindle book for sale on Amazon. A number of other elements make part of the story, including a CD soundtrack, an unmarked vinyl album, art installations in galleries and a series of stickers implemented in London.

    Jill Walker Rettberg - 02.12.2011 - 11:38

  4. Queerskins

    Partly based on Szilak's experiences as an HIV physician, Queerskins tells the story of Sebastian, a young gay physician from a rural Missouri Catholic family who dies at the beginning of the epidemic. Queerskins harnesses the odd intimacies afforded by the Internet (collaborations formed via Craig's List and access to strangers' personal images and videos from the Creative Commons) to explore the human urge for transcendence via love, religious faith, sexual ecstasy, storytelling, and technology itself. The interface consists of layers of sound (two hours of audio monologues from five characters), diaristic text (40,000 words), and more than a hundred banal, quotidian photos curated from Flickr Creative Commons and videos (downloaded from YouTube and the Internet Archive) as well as ephemeral Flip videos of life in L.A. (commissioned from Iris Prize nominated filmmaker Jarrah Gurrie) that users can navigate at random or experience as a series of multimedia collages.

    Scott Rettberg - 12.06.2012 - 10:09

  5. The Madeleine Effect

    "The Madeleine Effect" is a digital story project, an artistic look at ways to incorporate a creative text based story in the linear format and language styling of a novel into the game world. 

    I believe that when a primarily text-based fiction story is created in a visual narrative medium, it can be utilized to prompt the user to act as a character. The user therefore may be guided to perform through a narrative. I am interested in looking at interactive fiction from the perspective of a writer aiming to invite meaningful interaction leading towards playful behaviors, or acting, on the part of the player. 

    "The Madeleine Effect" is a fiction story that is experienced through both digital and print media. The story interface aims to be interactive through the player's performance, which is demonstrated by inputting text into the story while playing a defined role. The interactivity in this project is focused at this time so as to more easily observe the ideas I am exploring. My hope is that this project will spur thought and conversation about ideas for increased interactivity and a more intelligent technical structure.

    Scott Rettberg - 08.01.2013 - 16:16

  6. Chi ha ucciso David Crane? (Who killed David Crane?)

    You choose. "Who killed David Crane?" is a different way to read a novel, the story changes depending on the decisions you make, leading you in new and unexpected end. Not just a novel, much more than a game. [Taken from http://www.quintadicopertina.com/index.php?option=com_content&view=artic... ]

    Dan Kvilhaug - 20.03.2013 - 13:36

  7. Frontières Vomies (Borders vometing)

    Le roman "Frontières vomies" se déroule selon différentes orientations que le lecteur choisit en répondant aux sollicitations affichées sur l'écran. Quel que soit le choix fait, le récit se poursuit jusqu'à la fin. En fait, il navigue le long d'une tresse en empruntant l'un ou l'autre des brins, dans un sens ou dans l'autre. C'est lui qui décide : soit il va au plus vite vers la fin quitte à recommencer plus tard par d'autres voies, soit il flâne en cherchant à reconnaître chacune des voies possibles quitte à retomber de temps à autre dans certains passages uniques. [Source: authors documentation on work, http://www.epi.asso.fr/revue/76/b76p135.htm ]

    Dan Kvilhaug - 06.04.2013 - 13:53

  8. Why Some Dolls Are Bad: a generative graphic novel for the iPhone

    Why Some Dolls Are Bad is a generative, permutational graphic novel which engages themes of ethics, fashion, artifice and the self, and presents a re-examination of systems and materials including mohair, contagion, environmental decay, Perspex cabinetry, and false-seeming things in nature such as Venus Flytraps.

    Why Some Dolls Are Bad was originally launched on the Facebook platform but has been adapted for the iPhone and relaunched in 2010. The project collects images from a tag-constrained stream of public Flickr images and combines them with fragments from the original non-linear text. Once the application is downloaded, image and text come together into a frame which is read and then advanced, creating an ongoing dynamic narrative.

    Readers can capture frames and send them to an archive, where each frame becomes a “page” in the novel. The collective archiving of iterative captures from the project means that a version of the book can be read in a linear order.

    Scott Rettberg - 10.04.2013 - 22:49

  9. Un roman inachevé

    Note: Réalisation du roman génératif Un roman inachevé pour le stand du Ministère de la Culture au MILIA, janvier 1995 et le MIM à Montréal, mars 1995.

    Scott Rettberg - 26.06.2013 - 08:58

  10. Come non detto

    Come non detto

    Jill Walker Rettberg - 30.06.2013 - 13:20

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