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  1. Winchester's Nightmare

    Author's description:

    Winchester's Nightmare is a work in Inform, premiered at Digital Arts and Culture '99 on October 29 in Atlanta. In its "hardback" form, it is a novel-length interactive fiction which includes a computer running software: a novel machine. The work consists of a primitive portable computer running this cybertext in the literary fiction genre, with a text-adventure interface. Ten hardbacks were manufactured for sale;some are still available. The softback, available free, contains the entire text of the hardback edition.

    Meri Alexandra Raita - 08.09.2011 - 21:25

  2. Interactive Fiction Communities: From Preservation through Promotion and Beyond

    The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online.

    Eric Dean Rasmussen - 23.03.2012 - 07:24

  3. WALLPAPER

    USA-based computer engineer and innovator PJ Sanders returns to his remote family home in the UK following the death of his elderly mother. His agenda: to close the place down and sell it. But not before he employs an experimental device he’s been working on, primed to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood.

    (Source: Author)

    Andy Campbell - 21.01.2016 - 19:12

  4. "Whom the Tellling Changed"

    Author description: In this interactive short story, author Aaron A. Reed explores what storytelling meant to the earliest civilizations and what it will mean in the 21st century. The player takes the role of a villager thousands of years ago whose people have gathered to hear their storyteller tell part of the epic of Gilgamesh. As the player traverses the mostly linear plot, he or she accumulates a history based on decisions both important and trivial that ultimately impact the outcome and significance of the frame story. Hypertext-like keywords allow the player to raise points in the interior story, persuading the crowd and other characters to corresponding points of view, while a more robust interactive fiction parser allows the player to interact extensively with the frame story.

    Pål Kjelkenes - 05.12.2016 - 02:24

  5. Electronic Literature

    Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks – literature that would not be possible without the contemporary digital context.

    In this book, Rettberg places the most significant genres of electronic literature in historical, technological, and cultural contexts. These include hypertext fiction, combinatory poetics, interactive fiction (and other game-based digital literary work), kinetic and interactive poetry, and networked writing based on our collective experience of the Internet. He argues that electronic literature demands to be read both through the lens of experimental literary practices dating back to the early twentieth century and through the specificities of the technology and software used to produce the work. 

    Scott Rettberg - 01.05.2018 - 20:06