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Electronic Literature in China
In her article "Electronic Literature in China" Jinghua Guo discusses how the reception and the critical contexts of production of online literature are different in China from those in the West despite similar developments in digital technology. Guo traces the development of Chinese digital literature, its history, and the particular characteristics and unique cultural significance in the context of Chinese culture where communality is an aspect of society. Guo posits that Chinese electronic literature is larger than such in the West despite technical drawbacks and suggests that digitality represents a positive force in contemporary Chinese culture and literature.
Eirik Herfindal - 17.09.2020 - 16:21
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The joy of text-the fall and rise of interactive fiction.
he annual Interactive Fiction Competition is an institution that has endured for almost 20 years, with the goal of discovering each year’s best and brightest works in the world of text-based gaming. The genre is surprisingly broad and complex – and this year’s entries show how much text games have to offer modern audiences, even those who don’t ordinarily play computer games.
The age of free and intuitive creation tools, combined with the explosion of mobile platforms, e-reader devices and an audience that’s comfortable reading screens, means a brand-new opportunity for fresh narrative experiences that stand to attract new types of players.
Veteran gamers may remember the text-based adventures of history – titles like Adventureland, Zork and Hitchhiker’s Guide to the Galaxy. Arriving in the late 1970s and early 80s, they were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience.
Martin Li - 21.09.2020 - 16:54
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Digging Digital Long Grass: Creative path finding in our era of digital and electronic literature
Digging Digital Long Grass: Creative path finding in our era of digital and electronic literature
Jill Walker Rettberg - 24.09.2020 - 21:19
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Writing games: Collaborative Writing in Digital-Ludic Spaces
This dissertation examines how social network site (SNS) platforms enhance writers’ experiences of pleasure and play in the process of writing together. My primary site of study is Protagonize.com, a SNS that encourages member-generated collaborative creative writing. Correlating Bakhtin’s theory of utterance, Huizinga’s understanding of play, and Wittgenstein’s concept of language games, I argue that Protagonize.com allows writers to engage in writing practices where authorship becomes inherently collaborative, context adapts to users’ needs, and the social-dimension of language emerges.
Solange Saballos - 26.09.2020 - 18:02
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Electronic fiction as a learning tool (based on "InanimateAlice" by K. Pullinger and K. Joseph)
Electronic fiction as a learning tool (based on "InanimateAlice" by K. Pullinger and K. Joseph)
Svetlana Kuchina - 19.10.2020 - 03:46
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The Poetics of Space
The Poetics of Space
Lene Tøftestuen - 27.05.2021 - 16:18
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Literature After Globalization: Textuality, Technology and the Nation-State
Literature After Globalization: Textuality, Technology and the Nation-State
Lene Tøftestuen - 27.05.2021 - 16:27
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Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics
Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics
Lene Tøftestuen - 27.05.2021 - 16:37
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Place and Politics in Latin American Digital Culture: Location and Latin American Net Art
Place and Politics in Latin American Digital Culture: Location and Latin American Net Art
Lene Tøftestuen - 28.05.2021 - 12:40
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The Maximalist Novel: From Thomas Pynchon’s Gravity’s Rainbow to Roberto Bolaño’s 2666
The Maximalist Novel: From Thomas Pynchon’s Gravity’s Rainbow to Roberto Bolaño’s 2666
Lene Tøftestuen - 28.05.2021 - 13:06