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  1. Sydney's Siberia

    Sydney's Siberia is a zoomable poem.

    It is not technology making our wires, nodes and swimming data streams, our ever growing networks, beautiful. Instead it is the stories/poetics, the forever coalescing narratives that form the inter/intranet into a vitally compelling mosaic To explore, simply mouse-over/navigate to an appealing square, click and click, read, contemplate connections and repeat. Sydney’s Siberia recreates how networks build exploratory story-scapes through an interactive zooming, clicking interface. Using 121 poetic/story image tiles, the artwork dynamically generates mosaics, infinitely recombining to build new connections/collections based on the users movements.

     

    Meri Alexandra Raita - 03.03.2012 - 18:49

  2. Hipertextualités

    Hipertextualités

    Jill Walker Rettberg - 23.08.2013 - 10:29

  3. Relocating the Literary: In Networks, Knowledge Bases, Global Systems, Material and Mental Environments

    In two essays, "Toward a Semantic Literary Web" (2006, ONLINE at http://eliterature.org/pad/slw.html) and "Electronic Literature as World Literature" (2010, Poetics Today), I set out a project for identifying literary qualities and marking literature's present transformations within new media. The idea in these essays was to discern aesthetic and communicative qualities that I felt could be carried over to the present (e.g., Goethe's and Marx's unrealized call for the formation of a world literature "transcending national limits"), and those that could easily go missing (e.g., the materially bounded object whose aesthetic can be recognized and repeated by a generation of authors in conversation with one another, and renewed, revised, or renounced by later generations).

    Jill Walker Rettberg - 23.08.2013 - 10:40

  4. Au seuil du livre : les œuvres hypermédiatiques d’Andy Campbell (The Rut, Surface, Paperwound)

    Avec l’avènement de la cyberculture, on aurait pu croire, sinon à la disparition du livre, du moins à son usure en tant que modèle. Mais, dans les faits, nous assistons plutôt sur le Web à une prolifération des figures du livre. À cet égard, les œuvres hypermédiatiques d’Andy Campbell sont révélatrices. Sur son site, intitulé Dreaming Methods, il élabore une véritable poétique de la figure du livre et du papier en hypermédia. Toutefois, on le démontrera, chez Campbell, le livre fait moins l’objet d’un hommage qu’il est une figure à déconstruire par l’hypermédia (Cf. Paperwounds, et Surface). Nous nous attacherons à l’analyse précise de The Rut, présenté comme : « A self published book that never get back the front cover ». L’œuvre est composée des quinze versions du péritexte du livre simulé de Max Penn. The Rut, apparaît dans un premier temps comme un livre sans contenu, où la narration est déportée dans la fictionnalisation d’un péritexte, dont le sérieux et le formalisme se délite à chacune de ses occurrences.

    Jill Walker Rettberg - 23.08.2013 - 13:31

  5. An Emerging Canon? A Preliminary Analysis of All References to Creative Works in Critical Writing Documented in the ELMCIP Electronic Literature Knowledge Base

    As of July 2013, the ELMCIP Electronic Literature Knowledge Base includes documentation of more than 2,000 creative works and more than 2,000 articles of critical writing. Many of the records of critical writing include cross-references to the creative works they address. This article presents a preliminary analysis of all of the critical writing-to-creative work cross- references currently documented in the Knowledge Base in the aggregate. By developing static and interactive visualizations of this data, we might begin to see the outlines of an emerging “canon” of electronic literature.

    A slightly revised version of this paper was published in 2014 in ebr.

    Scott Rettberg - 06.09.2013 - 15:51

  6. Limbo and the Edge of the Literary

    Limbo, released in 2010, is a puzzle platformer that features a player character who awakes in Limbo, on the edge of hell. He must traverse a world of bear traps, giant killer spiders, and spinning gears. As with any game, the player of Limbo will necessarily fail while solving the game’s puzzles; however, this game makes those failures especially painful. The player character is decapitated, impaled, and dismembered as the player attempts to solve each puzzle. The game’s monochromatic artwork, its vague storyline, and these gruesome deaths meant that Limbo, predictably, found its way into various “games as art” conversations. However, this presentation asks whether Limbo can serve as a different kind of boundary object. Given its complete lack of text and its minimalist approach to storytelling, what is the status of Limbo as a literary object?

    Stig Andreassen - 25.09.2013 - 14:31

  7. Digital Games and Electronic Literature: Toward an Intersectional Analysis

    The line between electronic literature and digital games has started to blur more than ever. For example, Christine Love’s 2012 Analogue: A Hate Story can be read as a literary “story” that builds on the visual novel form. However, critic Leif Johnson (of IGN) reviewed Analogue as a “game-like experience” and even a “game” that “neatly sidesteps the label of mere ‘interactive fiction’ like Love’s other games thanks to some smart design choices.” Phill Cameron (of Eurogamer) describes Analogue repeatedly as a “game” and also reflects on its deviation from the “interactive fiction” category. The slippage between the language of fiction and games, in such mainstream reviews, reveals a fascinating taxonomic undecidability. Though Analogue’s “textual” focus makes it a natural boundary object between electronic literature and digital games, this tension extends to games that incorporate minimal text or even no text at all. In this presentation, I focus on Thatgamecompany’s third and most critically-acclaimed game, Journey, which was also released in 2012. In Journey, the player guides a mysterious robed avatar through a desert and up a mountain.

    Stig Andreassen - 25.09.2013 - 14:46

  8. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games

    For the past thirty years, and especially since the popularization of real time 3D graphics processing in the mid-nineties, the computer and videogame industry has been caught up in a graphical arms race: a relentless and blind pursuit of ocularcentric spectacle culminating in the hypertrophy of the visual economy in games like Hideo Kojima’s Metal Gear 5: The Phantom Pain. Alongside this cinematic hypertrophy, a generation of players and designers have internalized the logic and codes of videogames to produce games and game practices which engage the non-visual conditions of the medium. These games have made use of atrophy and the attenuation of visual gameplay as a form of critical game design resulting in games like The Helen Keller Simulator, an unpopular internet meme that consists of a black (or blank) image with no audio, promoted as a first person videogame. While The Phantom Pain terminates in unplayable cutscenes, The Helen Keller Simulator deploys the restriction of vision to uncannily similar effect.

    Stig Andreassen - 25.09.2013 - 14:58

  9. 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

  10. A Network Analysis of Dissertations About Electronic Literature

    More than 60 dissertations in the field of electronic literature have been documented in the ELMCIP Electronic Literature Knowledge Base, including tags, abstracts and in most cases links to full texts of the dissertations.

    Stig Andreassen - 26.09.2013 - 12:54

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