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  1. The Doll Games

    The Doll Games is a hypertext project that documents a complex narrative game that Shelley and Pamela Jackson used to play when they were prepubescent girls, and frames that documentation in faux-academic discourse. In “sitting uneasily between” different styles of discourse, the work enlists the reader to differentiate between authoritative knowledge and play. Although the dolls in question are “things of childhood,” the project reveals that in the games the authors used to play with these dolls, one can find the roots of both Pamela and Shelley’s “grownup” lives: Shelley’s vocation as a fiction writer, and Pamela’s as a Berkeley-trained Ph.D. in Rhetoric. Throughout, the project plays with constructions of gender and of identity. This is a “true” story that places truth of all kinds in between those ironic question marks. The Doll Games is a network novel in the sense that it uses the network to construct narratives in a particularly novel way. The Doll Games is also consciously structured as a network document, and plays in an ironic fashion with its network context.

    Scott Rettberg - 26.02.2011 - 16:24

  2. Carving in Possibilities

    Carving in Possibilities is a short Flash piece. By moving the mouse, the user carves the face of Michelangelo's David out of speculations about David, the crowd watching David and Goliath, the sculptor, and the crowds viewing the sculpture.
    (Source: author's description in ELC 1.)

    Eric Dean Rasmussen - 18.04.2011 - 13:28

  3. Cruising

    On one level, Cruising is an excited oral recitation of a teenager's favorite pastime in small town Wisconsin, racing up and down the main drag of Main Street looking to make connections, wanting love. But by merging the linear aspect of the sound recording with an interactive component that demands a degree of control, Cruising reinforces the spatial and temporal themes of the poem by requiring the user to learn how to “drive” the text. A new user must first struggle with gaining control of the speed, the direction, and the scale in order to follow the textual path of the narrative. When the text on the screen and the spoken words are made to coincide, the rush of the image sequence is reduced to a slow ongoing loop of still frames. The viewer moves between reading text and experiencing a filmic flow of images — but cannot exactly have both at the same time. In this way, the work seeks to highlight the materiality of text, film, and interface.

    (Souce: Authors' description from Electronic Literature Collection, Volume One)

    Scott Rettberg - 22.04.2011 - 13:43

  4. Hey Now

    Hey Now is a collaborative experiment in New Media Poetry. It is minimally "interactive", requiring the reader/viewer to click on the pacing man whenever he appears. The piece began as an idea: following the artist Christo's work ("wrapped" objects like Running FenceWrapped Pont Neuf, etc.) -- what would wrapped language look be like? How would it look or sound? Our initial discussions revolved around thinking through the act of wrapping, covering or hiding language; the physical and metaphorical transformation of language while it is wrapped; the final act of unveiling language that has now acquired "full" or "new" meaning because it has been partially hidden.

    Scott Rettberg - 15.01.2013 - 21:20