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  1. Voyage Into the Unknown

    On May 25, 1869, you join the crew of one-armed Civil War veteran John Wesley Powell along with eight other fellow veterans, hunters and trappers, in an attempt to be the first to navigate the Colorado River through the vast unmapped maze of canyons in the heart of the Great American Desert. Playing the role of one of the crew members, you are well aware that no European-American has boated the formidable Colorado River -- not, at least, and written about it. Turning inward... this is, perhaps, the final American frontier, a terra incognita. This Flash-based interactive work is constructed using an innovative, sequentially loading horizontally scrolling format in which users travel across fiction and documentary artifact. You will travel across writing modes as well as spaces. Knowledge may lie in traveling among such modes. First comes the adventure, then comes its representation. Much later, comes critical examination, and, perhaps, as a whole, re-invention... The work uses the interactive format to bridge genres and modes of expression.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 18.02.2011 - 21:42

  2. Pyxis Byzantium

    Pyxis Byzantium is a hypermedia narrative investigation into the fall of Byzantium in 1453.  Surrounded by enemy forces for decades, the final invasion of the city was widely anticipated by some of the populace, denied by others, and a focus of wonder and prayer.  This piece imagines several different residents of the city, their fears and hopes, and their beliefs about the sources of destiny.  The navigation includes maps of the city, sacred holidays, and the chronology of the destruction.  Because of its extensive use of Flash, it is not currently playable in original form.

    Artist's Statement:

    Scott Rettberg - 09.01.2013 - 16:24

  3. The Wedding Celebration of Gunter and Gwen

    Exploring connections between surveillance and interference in the lives of artists, "The Wedding Celebration of Gunter and Gwen" is a hyperlibretto where the experience of a wedding celebration is created with words, graphic icons, and glockenspiel intermezzi. 

    Artist Statement

    "The Wedding Celebration of Gunter and Gwen" is informed by a strategy of following signs and signifiers that point to ancient systems of control of people's lives. It is a device used by Dan Brown in Angels & Demons and The Da Vinci Code, although actually it was through the performance artist's strategy of looking at hypertextual connections in my own eventful life that "Celebration" took on this aspect. 

    Scott Rettberg - 09.01.2013 - 16:29

  4. Feed

    Our deeply ingrained need to trust language enables Feed to generate an endless simulacrum of social commentary cum mythopoeic narrative spontaneously from largely random associations of charged words. It presents cultural observation through the blind eye of chance. The blank passing moment becomes the creator of mythos. It allows us the opportunity to turn ambiguity into poetry, absurdity into satire, unexpected fortuitous alignments into insight. Feed chronicles the mechanisms of the chronicle rather than its subjects. It removes “realism” from the equation, flirting with the meaningless and parading arbitrary associations before the reader under the banners of archetype and metaphor. Feed historicizes, editorializes, moralizes, sings, dances, and wears funny hats, all in the name of “analyzing” its own inventions.

    (Source: Author's description for ELO_AI Conference)

    Scott Rettberg - 11.04.2013 - 11:04

  5. Re:Activism

    Re:Activism is an analog game with direction provided through SMS and cell phone technology. Players race through neighborhoods to trace the history of riots, protests, and other political episodes in the history of New York City. Teams pit themselves against the clock and test their puzzle-solving skills to locate important sites representing acts of civic engagement and struggles for greater social justice. Activated by text messages from Re:Activism Central, teams reaching target locations respond to site-specific challenges that reinforce the historical content. Players must also activate strategic thinking by choosing to focus on racing or puzzle-solving, or a combination of both, to win points and become the most-active activists to win the game. Re:Activism was initially developed for, and first played during, the Spring 2008 Come Out And Play Festival. It has since been documented online and adapted into a downloadable kit to encourage redesign for use in other cities. (source: Website PETLab)

    Hannah Ackermans - 29.03.2016 - 16:42