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  1. Reading Club

    Reading Club is a project started by Emmanuel Guez and Annie Abrahams in 2013. Eleven sessions were organized with more than 40 different “readers” in English and/or French based on text extracts from Raymond Queneau, from Mez and the ARPAnet dialogues to Marshall McLuhan, Michel Bauwens and McKenzie Wark. Guez and Abrahams experimented with different reading and writing constraints (color, duration, text-length, number of “readers”, etc.) and different performance conditions (online vs. live performance, with and without sound, etc.). In a session of the Reading Club, readers are invited to read a given text together. These readers simultaneously write their own words into this text given a previously fixed maximum number of characters. The Reading Club can be seen as an interpretive arena in which each reader plays and subverts the writing of others through this intertextual game.

    Scott Rettberg - 25.09.2013 - 11:21

  2. Nothing You Have Done Deserves Such Praise

    Nothing You Have Done Deserves Such Praise is an art/ poetry/ adventuring game, a playland for exploring our ever-present desire for constant and over-blown rewards. Our worlds (digital and breathing) are filled with needless and unearned praise, we are built to love exploding trophies for fifth place. This art/poetry game satisfies your compliment addiction by celebrating your walking/ jumping/ falling through strange and wondrous anatomical lands.

    Nothing You Have Done Deserves Such Praise is a 2013 commission of New Radio and Performing Arts, Inc. for its Turbulence website. It was funded by the National Endowment for the Arts.

    (Source: Turbulence)

    Scott Rettberg - 25.09.2013 - 15:47

  3. Sim/Oui

    Sim/Oui

    Scott Rettberg - 25.09.2013 - 16:57

  4. Code Kandy

    Code Kandy

    Scott Rettberg - 29.09.2013 - 09:43

  5. Operatus

    Operatus is a live performance of a generative narrative-poetic system distributed between screens, interactive objects and augmented reality overlays. The work engages a range of historical and contemporary contexts of observation and forensic analysis including early modern surgical theaters, the deductive logic of Sir Arthur Conan Doyle, and The Stud File, a methodical archive of personal evidence documenting the sexual exploits of Samuel Steward, a 20th century tattoo artist, pornographer, and friend of Gertrude Stein. (source: http://chercherletexte.org/en/performance/opera-tus/)

    Theresa Marie Sperre - 11.10.2013 - 13:04

  6. A Modern Harvest

    Drive a thousand miles from the left/right coasts and you reach the sporadically populated plains, the supposed heart of the United States. But this flatland organ is sick and leaking, the young are fleeing, and consumerism, the addiction to purchase, has replaced the pride of working the land, growing crops and communities. And exploring these small American towns, reaching into the houses and malls and streets, is a modern harvest. This interactive digital poem harvest those objects from the living room gardens, the acres of shopping centers, picks the gaudy attachments of our lived environments. Through five sections, the living room, the bedroom, the kitchen, the garage and the mall, readers can harvest these modern croplands, the trinkets and objects filling our surroundings. And in the heart of the US, “to purchase” replaces “to create”, a crippling harvest of plastic and ceramic. (Source: GalleryDDDL description)

    Alex Belov - 18.11.2013 - 14:03

  7. #PRISOM

    #PRISOM is a Synthetic Reality Game where a player is set loose in a Glass City under infinite surveillance. It is designed to encourage players to ponder the increasing global adoption of PRISM-like surveillance technology. Every one of the “#WhatDoYouDo” scenarios that you’ll encounter when playing the game stem from real-life scenarios, including the ongoing unconstitutional treatment and [in some cases] incarceration of those keen to expose the nature of heavily surveilled and overtly monitored societies

    Andy Campbell - 29.11.2013 - 14:31

  8. 18 Cadence

    18 Cadence is a storymaking machine where readers explore a house through a hundred years of history. Any piece of the story can be dragged and dropped onto a workspace area and repositioned, merged, and remixed, like magnetic fridge poetry for narrative. Readers can share and exchange the stories they make this way, and have created poetry, counter-narratives, collages, and many other stories and experiments. 18 Cadence was a Kirkus Reviews “Best Book App” of 2013, and received Honorable Mentions for the prestigious IGF Nuovo award and the Robert Coover Award for a Work of Electronic Literature.

    Diogo Marques - 27.07.2017 - 13:03

  9. Lil’ Red

    This cute interactive story offers a reimagining of “Little Red Riding Hood.” Designed to appeal to literate and preliterate audiences (as young as two years old), the game offers twelve exploratory animated scene peppered with hidden mini games. The work uses touch and tilt to allow the interactor to discover the story while engaging the affordances of mobile devices. Interactors are free to explore the tale at their own pace, as the wolf stalks over to granny’s house. However, created for even the youngest of audiences, the wolf merely shoves granny into a closet, rather than eating her. Rendered in white, black, and grey (with a hint of red), this app’s aesthetic draws upon the style of Japanese anime and contemporary animation. Backed by an immersive soundtrack, the piece offers a delightfully modern retelling of this classic tale.

    (Source: Description from ELO 2017: Book of Abstracts and Catalogs)

    Pål Alvsaker - 07.09.2017 - 17:04

  10. Gone Home

    Gone Home takes place entirely in one environment—literally a home—and relies on found objects like receipts, personal notes, ticket stubs, and phone messages to further its plot. In doing so, the game goes beyond the story’s central mystery and delves into the inner workings of teenage rebellion, marital strife, and love. Gone Home’s intimate nature, strong storytelling, and ambitious scope has garnered heavy accolades for both the game and The Fullbright Company studio, including an IndieCade Audio Award, two Spike VGX awards, and a 9.5 rating on IGN.

    Source:http://getinmedia.com/articles/game-careers/steve-gaynor-designing-gone-...

    Ana Castello - 09.10.2018 - 13:22

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