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  1. A Slow Year: Game Poems

    A collection of four one kilobyte games for the Atari Video Computer System, one for each season, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical input. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku—poetry generated by computer—8 bits worth for each season. (Source: Open Texture catalog description)

    Eric Dean Rasmussen - 22.11.2011 - 09:46

  2. Ruben and Lullaby

    Ruben And Lullaby is an interactive iPhone app/game that engages the user in a relationship between two lovers. Loyer labels this and similar projects as 'opertoons', stories that you can play. Ruben And Lullaby allows the user to shift focus between people, changing a characters mood by shaking or stroking. While the work is presented in black and white, the screen changes color based on the mood of the characters while also playing a responsive jazz soundtrack in the background. Annotated by Mike Scoggins.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Meri Alexandra Raita - 05.02.2012 - 16:31

  3. Today I Die

    Today I Die is explored by movind objects and words. The game features several endings.

    Meri Alexandra Raita - 13.02.2012 - 19:56

  4. Passage

    Passage is a very short art game about life and death and the passage of time. It is intended to be played before you read anything about it, so it is recomended to play it before you read more about it.

    (source: necessarygames.com)

    Meri Alexandra Raita - 03.03.2012 - 19:10

  5. Uncle Roy All Around You

    Uncle Roy All Around You

    Jörgen Schäfer - 22.03.2012 - 12:57

  6. Interactive Fiction Communities: From Preservation through Promotion and Beyond

    The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online.

    Eric Dean Rasmussen - 23.03.2012 - 07:24

  7. Evidence of Everything Exploding

    The third part of Jason Nelson's artgame trilogy.

    Video games are a language, a grammar or linguistics of various texts. The sounds, the movement, the graphics, the rules or lack of rules, everything about a video game is a component of language.  A digital poetry game must combine all these elements, strange and interactive stanzas, crossed out and obstructed lines, sounds and texts triggered and lost during the play.  Indeed the game interface becomes a road to inhabiting the digital poem, to coaxing the reader/player into living and creating within the game/poetry space.

    Scott Rettberg - 25.03.2012 - 21:26

  8. Zork 1: The Great Underground Empire

    The first part of the bestselling Zork trilogy, and a close descendant of Adventure, the first work of interactive fiction or text adventure game as the genre was known at the time. Zork I was Infocom's first game, and sold 378,987 copies by 1986. Similarly to Adventure, the game unfolds in a maze-like dungeon, where the user (or adventurer) must battle trolls and solve puzzles in order to find twenty trophies to bring back to the house outside which the game begins. 

    Jill Walker Rettberg - 26.03.2012 - 10:09

  9. The Reading Glove

    The Reading Glove is the first component of a research program called the TUNE Project (Tangible, Ubiquitous, Narrative Environment). Karen and Josh Tanenbaum describe TUNE as a story, a space, a game, and a research instrument that investigates questions of interactive narrative, player modeling, adaptivity, and tangible embodied interaction.

    The Reading Glove itself has gone through several iterations. Version 1.0 consisted of a wearable RFID-enabled glove and tagged objects that allowed readers to experience an interactive narrative by picking up objects that have been augmented with story fragments.  There is a video of Reading Glove 1.0 and details of the design process on our blog.

    Jill Walker Rettberg - 07.04.2012 - 14:22

  10. SFZero

    SF0 is an alternate-reality game in which players are encouraged to complete surreal tasks from a variety of disciplines. Generally, these tasks are designed to in some way effect the real world. An example of a task: "Refuse to allow your celebrations and habits be bound by arbitrary turns of the celestial screw. Publicly do something out of season. Document the reactions of the timebound."

    Scott Rettberg - 18.04.2012 - 00:36

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