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  1. Connecting Memories: Contextualizing Creative Research Practice

    Connecting Memories: Contextualizing Creative Research Practice

    Scott Rettberg - 17.06.2011 - 12:09

  2. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  3. Aya Karpinska and Daniel C. Howe

    This case study was originally prepared for, but does not appear in, New Directions in Digital Poetry (New York: Continuum, 2012); see http://newdirectionsindigitalpoetry.net

    Source: footnote 2 to the article

    Patricia Tomaszek - 06.09.2012 - 22:54

  4. "A Case Study in the Design of Interactive Narrative: The Subversion of the Interface"

    'There is a potential conflict in the design of interactive narratives. The exercise of interaction in digital environments, including games, may interfere with the experience of story. The article uses the interactive CDROMCEREMONYOFINNOCENCE as a case study in the resolution of this potential conflict. It frames the design of this interactive narrative as the reconciliation of two independent design domains: the design of narrative and interactive design. Narrative design seeks a state of immersive surrender to the work. In contrast, interaction privileges choice and its consequences according to the logic of the interactive world. CEREMONY OF INNOCENCE uses two tactics to overcome this disjuncture. The first is the broad infusion of narrative sensibilities in the detailed design of the work’s subsidiary craft (sound, graphics, moving images, and text). The second tactic is to suborn certain design specifics of the interactive interface to the goals of narrative design.'

    (Source: from the article abstract) 

    Agnete Thomassen Steine - 22.09.2021 - 11:59