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  1. Ally Farson

    Ally Farson is a whodunit film made to emulate the success of the Blair Witch Project. It's "an alledgedly true story of a female serial killer operating in 1999, that uses alleged documentary video footage and supposedly official websites of the police department as well as newsgroups on which "police officers" answer the questions of skeptical readers" (Simanowski 2014, p. 203). There are two movies in the series—Ally Farson: My Private Life and Ally Farson: On the Run.

    (Source: Simanowski, Roberto. 2014. "Reading Digital Fiction." In Analyzing Digital Fiction, edited by Alice Bell, Astrid Ensslin and Hans Rustad, 197-206. Routledge.)

    Kira Guehring - 22.09.2021 - 11:49

  2. "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

  3. version 2

    version 2.0 is a creative work using flash that invites the user to enter. The start screen shows a different image everytime the page is refreshed.

    Kira Guehring - 22.09.2021 - 12:14

  4. le partage de l'incertitude

    Le partage de l'incertitude est un film interactif où l'internaute n'a pas à cliquer. Il manipule les vidéos par le biais de la souris. Un capteur de position inscrit ses mouvements et lui permet de déplacer les deux écrans. Il peut faire le rapprochement entre certaines images ou les éloigner. Les histoires entre les personnages s'interrompent toujours au moment même où elles auraient pu commencer. (nt2)

    Résumé : Une petite fille, un jeune homme, une jeune femme, un homme plus âgé :
    trois générations différentes. Dans une maison, sur la plage, au bord de
    l’océan, ces quatre personnages partagent des moments simples de la vie.
    Pourtant, tout est loin d’être évident.
    Relations et séparations, distance qui les sépare, dépendent des gestes du
    spectateur. Le rapprochement des images créé des tensions ou des liens
    entre ces instants de vie… (benoitblein)

     

    Kira Guehring - 22.09.2021 - 12:24

  5. Trost der Bilder

    Trost der Bilder ist ein auf den ersten Blick undurchsichtiges Psychospiel: Während ein Männergesicht dem Leser Erfolg, Geld und sexuelle Erfüllung mittels 'Psychographie' verspricht, erzählt ihm kurz darauf ein Frauengesicht, dass Psychographie unsinnig sei. Dann soll der Leser ein paar Fragen beantworten und sich damit eine schöne Trostgeschichte auswählen. Doch: "Der Trost der Geschichten liegt nun darin, daß nichts passiert. Die sich ankündigende Katastrophe tritt nicht ein oder bleibt nahezu folgenlos. Die geschilderten Nicht-Ereignisse zeugen von genauer Beobachtung und sind ebenso präzis geschrieben", so Susanne Berkenheger.

    (Source)

    Kira Guehring - 24.09.2021 - 15:23

  6. How to Rob a Bank

    How To Rob A Bank is a young Bonnie and Clyde-esque love story about the mishaps that befall a young male bank robber and his female accomplice. This transmedia fiction manifests in the form of animated text conversations between the main characters, and their use of their iPhones to Google search, text, game, and use other apps on the phone as part of their capers.

    The story is an immersive experience generated through readers’ hands-on use of apps, maps, imagery, animations and audio. Bigelow’s award winning 2016 multimodal work foregrounds how social technology has become a core element of daily life, and helps us see the way that social technologies structure lived experience.

    The mirror effect of the character/reader’s use of personal devices as they read this piece makes this narrative relatable, shining light on widespread digital traversing behaviors. And yet, the storytelling is also traditional in its linear development with five sequential episodes.

    (Source: Editorial Statement, Electronic Literature Collection Volume Four.)

    Herman Hovland - 28.09.2022 - 10:55

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