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  1. How Interactive Can Fiction Be?

    How Interactive Can Fiction Be?

    Jörgen Schäfer - 28.06.2011 - 16:56

  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. Narrative Subjects Meet Their Limits: John Barth's "Click" and the Remediation of Hypertext

    Narrative Subjects Meet Their Limits: John Barth's "Click" and the Remediation of Hypertext

    Eric Dean Rasmussen - 07.07.2011 - 16:37

  4. Intercultural medium literature digital

    An interview with Young-hae Chang Heavy Industries in Dichtung Digital. The interview touches upon different topics, such as: the work process, the use of languages, connections to concrete poetry, cinematic effects, non-interactivity and the "Korean problematic". 

    Meri Alexandra Raita - 08.09.2011 - 21:38

  5. The Challenges of Hybrid Forms of Writing

    The Challenges of Hybrid Forms of Writing

    Dene Grigar - 06.10.2011 - 07:08

  6. A Cartography of the Aesthetics and Locality of Forgetting: Preliminary Remarks on Samuel Delany’s Dhalgren, Mark Amerika’s Hypertextual Consciousness [beta-version] and Christopher Nolan’s Memento

    Theodoros Chiotis - 15.10.2011 - 13:52

  7. Understanding Knowledge Work

    Alan Liu responds to reviews of The Laws of Cool: Knowledge Work and the Culture of Information by N. Katherine Hayles and Johanna Drucker, both of whom admire Liu's book but believe that it exaggerates the influence of corporate knowledge work while providing an inadequate response to its destructive ahistoricism. Liu proposes that the digital age needs "new-media platforms of humanistic instruction" to supplement critical and theoretical humanistic approaches to help students understand how the human concerns and impulses that give rise to new media productions relate to knoweldge work.

     

    Eric Dean Rasmussen - 19.10.2011 - 14:38

  8. Attacking the Borg of Corporate Knowledge Work: The Achievement of Alan Liu's The Laws of Cool

    Attacking the Borg of Corporate Knowledge Work: The Achievement of Alan Liu's The Laws of Cool

    Eric Dean Rasmussen - 20.10.2011 - 08:33

  9. Humanities Games and the Market in Digital Futures

    Humanities Games and the Market in Digital Futures

    Eric Dean Rasmussen - 20.10.2011 - 08:50

  10. Writing as a Woman: Annie Abrahams' e-writing

    Is there such a thing as womens' writing? Or, for that matter, womens' media? Elisabeth Joyce moves through the work of Annie Abrahams and writes against restrictive domestications of electronic media.

    (Source: journal abstract)

    Eric Dean Rasmussen - 08.11.2011 - 10:28

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