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  1. Entre

    Entre (‘Enter’) (2001), a CD-ROM created by Brazilian artists Rafael Lain and Angela Detanico, that makes us think that it is possible to dare a non-phonetic thinking as a matrix of new cultural practices. The CD’s title, Entre, comprises some of its features. “Entre” in Portuguese means, as an imperative verb, “enter” and as an adverb it means “between,” and this double meaning transforms the title into an invitation and into a challenge: an invitation because it invites us to think of nothing but exploring its universe; a challenge because it constantly makes us hesitate in trying to define it, since it is a project that stays between writing and speech, between music and drawing, between letter and digit. Without explanations, it gives the reader two possibilities: to touch images, drawing with sounds, randomly using the computer keyboard; or installing a series of fonts created by Rafael Lain.

    (Description from Giselle Beiguelman, "The Reader, the Player and the Executable Poetics: Towards a Literature Beyond the Book")

    Scott Rettberg - 25.05.2011 - 16:24

  2. Blinding Lights

    This multimedia poem is about how saturated we have become with media coverage and how damaging that is. De Barros’ approach in this work is to also saturate us with sound, images, formatting, and color to make us realize the excessive amount of information we are constantly receiving. Each of the four parts of the poem uses multiple layers of color, still and moving images and text, looping and single-playing sounds, and responsive elements. Moving the pointer over the image of a man in the first part of the poem, for example, triggers a sequence of images that show how overloaded he is with visual information, to the extent that he needs to blindfold himself or avert his eyes. The narrative in the second part, and the images and words in the third and fourth parts all portray pain, damage, scarring, even murder, to demonstrate how damaged we have all become. (Source: Leonardo Flores, I ♥ E-Poetry)

    Kristine Turøy - 24.08.2012 - 11:03

  3. Big Swing

    Big Swing is a semi-non-linear, online narrative that mixes text, photography, sound design, video and interactivity. The story is designed to be explored rather than read. Delivered in semi-non-linear modules, the piece attempts to introduce and resolve tension in the manner of a traditional narrative, while still providing the user some degree of choice and control.

    Exploring the story: Click on the small squares and words to reveal story fragments. Yellow words connect to the next chapter.

    Scott Rettberg - 11.04.2013 - 12:18

  4. Two Roads Diverged

    "Two Roads Diverged" is a story of family loss and its aftermath. Using Robert Frost's famous poem "The Road Not Taken" as its metaphorical model, this interactive narrative offers brief glimpses into the paths three children take after the accidental death of their parents. The narrative also offers a view--through archetypal imagery and remote voices--of the darker side of the family's tragic past.

    (Source: Author's Description)

    Alvaro Seica - 16.04.2015 - 11:15

  5. With Those We Love Alive

    Porpentine’s With Those We Love Alive is a Twine game that invites the reader to become physically involved through marking up their own body with symbols throughout play.
    As a Twine game, the work relies primarily on text and audio along with backgrounds of shifting colors to draw the player into a disturbing science fiction landscape. The game opens with a level of customization that invites the player to become connected and even embedded into the game, choosing their month of birth, element, and eye color.
    As the player becomes a servant to a monstrous larval queen, the stage is set for a dystopia of dream-like and vivid yet mundane violence. After playing, the reader has a tangible record of their own choices and identity beliefs in the drawings on one’s skin.
    It's inspired by mob violence, trash struggle, C-PTSD, and child abuse. It's also inspired by friendship between trash girls. In most media there’s an unspoken belief that feminine lifeforms can't survive on their own, can't have spaces of their own, can’t have relationships of their own. The author try to go against this with basically everything she make.

    Susanne Dahl - 08.09.2016 - 11:23

  6. The Aberration of the Translator

    The Aberration of the Translator considers virtual reality as a social space, one with its own rules of presentation and communication. Gloria Anzaldua’s “How to Tame a Wild Tongue” is sampled and celebrated to create a microcosm of colliding quotations that break and collide across the virtual space of the CAVE. Every language is a foreign language, learned through memorized rules and societal agreements. In Walter Benjamin’s “The Task of the Translator,” refastening shards of a shattered vessel is compared to the act of translation; writing must be fragmented and then reassembled to traverse barriers of language. The Aberration of The Translator acknowledges the world which utilizes linguistic tools to order, colonize, and develop architectural space, specifically interrogating the act of code-switching and the multilingual experience.

    Jane Lausten - 26.09.2018 - 15:52

  7. Ishmael

    A short multimedia-enhanced hypertext game about perpetual cycles of displacement and violence, as seen through the lens of a child. Takes about 15 minutes to read/play, and no gaming skills are required.

    Ishmael debuted at the 2017 Spring Thing interactive fiction festival, was selected to be showcased at the PixelPop Festival in St. Louis, was nominated for the "Best Social Impact Game" award at BIG: Brazil’s Independent Games Festival, was an IndieCade Finalist, and was shortlisted for the 2017 New Media Writing Prize

    Nina Kolovic - 03.11.2018 - 13:31