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Ode to a Fallen Dialogue
This interactive game-poem is an ode to the struggles of human communication.
It reflects on the hardships of unfortunate dialogues, the splendor of reaching to the other side, the rise and fall of human connectedness, the agonies of stray meanings and words.
Expressed through the poetics of weather phenomena, this conceptually driven interactive work represents the mental landscape between two lovers, sometimes violent, sometimes resonating, a parallel metaphor for the contemporary digitally mediated condition.
Early cyberspace theories referred to an erotic ontology of digital experience. Michael Heim described the platonic dimensions of an augmented Eros. Roland Barthes on the other hand described language as the skin with which we struggle to touch the 'other'. In this game-poem, senses, meanings and ideas appear to be all permeated by the ‘spell’ of technology, a rhetorical as well as an erotic act of mediation through different worlds.
Angeliki Malakasioti - 01.10.2021 - 08:13
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The Night Journey
The Night Journey (2007-2018) is one of the first experimental art games ever made. A collaboration between renowned media artist Bill Viola and designers at the USC Game Innovation Lab, it uses both game and video techniques to tell the universal story of an individual’s journey towards enlightenment.
After being exhibited around the world over a decade, it is now available on home platforms.
(Adapted from original source: The Night Journey on itch.io)
It uses both game and video techniques to tell the universal story of an individual’s journey towards enlightenment.
The game begins in the center of a mysterious landscape on which darkness is falling. There is no one path to take, no single goal to achieve, but the player’s actions will reflect on themselves and the world, transforming and changing them both. If they are able, they may slow down time itself and forestall the fall of darkness. If not, there is always another chance; the darkness will bring dreams that enlighten future journeys.
Daniel Johannes Flaten Rosnes - 01.10.2021 - 15:52
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Flower
The game exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change.
(Source: thatgamecompany Product Page)
Flower is a video game developed by thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller.
Daniel Johannes Flaten Rosnes - 01.10.2021 - 15:59
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Quam Artem Exerceas?
Quam Artem Exerceas? (Latin for "what do you do for a living?") refers to a question the physician Bernardino Ramazzini, also known as "the father of occupational medicine", often asked his patients to identify work-related causes of diseases they presented with. The work is a scholarly hypertext essay that represents aspects of scientific historiography and aims for maximum scholarly clarity and cohesion.
With the use of a navigation pane on the left side of the screen, users can traverse the different contextual sections of the treatise easily and can learn about enlightenment thought, early industrial inventions, and early modern litterature art.
Vegard Aarøen Frislid - 01.10.2021 - 19:49
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Completing the Circle
Completing the Circle is a hypertext fiction about the recovery of a man known as Haller, the victim of a traffic accident in which he lost his partner. Within the narrative he also tries to get in contact with his wife, Christina. This is made difficult, however, as he is suffering from head trauma which causes problems for him when he tries to remember and understand what surrounds him.
In this creative work, users can interact and scroll through the hypertext by clicking the backspace key or by clicking one of the many links that are hidden throughout the text.
Vegard Aarøen Frislid - 01.10.2021 - 23:47
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Generationenprojekt
The GenerationenProject is a history written from below. Here memories, diary entries and literary texts are published that revolve around historical events that have affected us all. For in the middle of the great story that we read about in the history books, we are also given the history of the people who experienced both painful and beautiful moments.
(Source: Project Description, translated by Kine-Lise M. Skjeldal)
Kine-Lise Madsen Skjeldal - 02.10.2021 - 00:37
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futureTEXT: hypertext fiction
Jim Rosenberg speaks on hypertext fiction
futureTEXT
a performance of leading edge electronic writingOle Kristian Sæther Skoge - 02.10.2021 - 14:39
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Image-Music-Text
'Image-Music-Text' brings together major essays by Roland Barthes on the structural analysis of narrative and on issues in literary theory, on the semiotics of photograph and film, on the practice of music and voice. Throughout the volume runs a constant movement 'from work to text': an attention to the very 'grain' of signifying activity and the desire to follow -- in literature, image, film, song and theatre -- whatever turns, displaces, shifts, disperses. Stephen Heath, whose translation has been described as "skilful and readable" (TLS) and "quite brilliant" (TES), is the author of 'Vertige du déplacement', a study of Barthes. His selection of essays, each important in its own right, also serves as "the best...introduction so far to Barthesʹ career as the slayer of contemporary myths" (John Sturrock, 'New Statesman).' -- Back cover.
Ole Kristian Sæther Skoge - 02.10.2021 - 23:30
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Traversal of Mary-Kim Arnold's "Lust"
The traversal of Mary-Kim Arnold's "Lust" took place on Friday, May 18, 2018 in the Electronic Literature Lab. It was performed by Nicholas Schiller, Associate Director of the lab and faculty in the Creative Media & Digital Culture program at Washington State University Vancouver.
The traversal of May-Kim Arnold's "Lust" consists of three videoclips of the performance itself along with comments and the questions and answer session with the audience. The traversal was split into three parts. In this event, Nicholas Schiller reads his way through Arnold's "Lust" and explains to the audience how it works when interacting with it and how it gets presented. He also explores the theme in Lust and how there are repeated fragments of stories, words and phrases.
Vegard Aarøen Frislid - 03.10.2021 - 04:44
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Alice in Dataland
Alice in Dataland is an experiment in critical making created by Anastasia Salter. This is an exploration guided by the question: "Why does Alice in Wonderland endure as a metaphor for experiencing media?" The project leverages material from the University of Florida Afterlife of Alice & Her Adventures in Wonderland collection as well as a range of Alice adaptations and remediations.
Conceptually, this work is intended to remediate the text of Alice's Adventures in Wonderland into a critical lens for gazing into Alice herself. I've documented my search for Alice in public, on Tumblr, as part of the process of building this work.
(Source: Artist's Statement)
Andreas Vik - 03.10.2021 - 11:01