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  1. End over End

    This is a two-part meditation on where electronic literature came from, some of the places it’s been, and how (and why) it might possibly go on.

    Espen Aarseth will look at the roots of electronic literature in the period before 1997, discussing the origins of digital writing in terms of contemporary art and theory. Particular attention will be given to interactive fiction and what happened to it.

    Stuart Moulthrop skips over the really important bits (1997-2010) and concentrates on the state of electronic literature in the current decade, especially the intersection of various text-generation schemes with latter-day conceptualism and “the new illegibility.”

    Both keynote speakers will offer critical prospects on the very idea of electronic literature, the meaning of the name, and various present and future ontologies for our discourse.

    (source: ELO 2015 conference catalog)

    Hannah Ackermans - 27.10.2015 - 10:46

  2. Ephemeral Words, Ephemeral People: Suicide and Choice in Twine Games

    On April 10th, 2014, game designer Porpentine released a game called Everything you swallow will one day come up like a stone with the intention of deleting it at the end of the day: “This game will be available for 24 hours and then I am deleting it forever. You can download it here until then. What you do with it, whether you distribute, share, or cover it, is up to you.” The game has lived on through what Porpentine predicted as “social means,” but it was designed as an ephemeral text, and one which the author deliberately destroyed as part of the act of creation. This idea of a vanishing text is interwoven with the experience of electronic literature, as Marjorie C. Luesebrink notes, as part of a practice of “text erasure” as embracing “self-undermining, undecidability, disdain for commercialization, ambivalence about technology, struggle against the presence of text itself, and response to overwhelming data” but also “the fragility of memory” (2014).

    Hannah Ackermans - 27.11.2015 - 14:52

  3. A Book Itself Is a Little Machine: Emily Short’s Interactive Fiction.

    A Book Itself Is a Little Machine: Emily Short’s Interactive Fiction.

    Ana Castello - 09.10.2018 - 12:02

  4. Open-work: Dining at the Interstices

    Open-work: Dining at the Interstices

    Ana Castello - 09.10.2018 - 12:54

  5. Open to Construction: reading and writing bodies in digital fiction and the open web platform

    Drawing parallels between the open web platform and the open way a fictional body can be constructed from a text, this paper explores the creative and ethical strategies employed in the creation of a feminist interactive digital fiction for body image narrative therapy, advocacy and plurality. The digital fiction was created with and for young women and gender non-conforming individuals from diverse intersectional backgrounds.

    If, as Possible Worlds theory posits, the real world serves as a model for the mental construction of textual fictional storyworlds, it follows that our experience and knowledge of real bodies, including our own bodies, serve as a model for the mental construction of textual fictional bodies. Unless a text draws attention to the physical appearance of a fictional character, the reader will tend to assume, according to Ryan's 'principle of minimal departure' (1991), that their body conforms to a familiar or generic norm (two eyes, two arms, two legs, etc.).

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 01:21

  6. Distributed Memories: CompuServe’s Gamer’s Forum and the Halcyon Days of the Adventure Game Toolkit

    This paper shares the story of the rise and fall of The Adventure Game Toolkit (AGT), a Pascal-based design system written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). It was the leading platform for parser-based interactive fiction in the late 1980s and early 1990s, with Text Adventure Development System (TADS) as its upstart competitor. The use of these early (pre-Graham Nelson’s Inform 6) parser-based interactive fiction platforms was supported by an annual AGT contest, and a design community that stayed in touch through BBS-communities, the largest of which was Compuserve’s Gamer’s Forum. Malmberg ceased to support AGT in 1992, (the final release was AGT 1.7) but the contest continued until 1994. The competition was rebranded under new management, and with an expanded community and continued on as the Interactive Fiction Competition, (which has been run since 2016 by the Interactive Fiction Technology Foundation).

    Lene Tøftestuen - 25.05.2021 - 16:22

  7. "Swipe Night is Fun, but Useless” An Analysis of Tinder’s Swipe Night, an Interactive Foray in Online Dating

    Electronic literature and computer games share a common history beginning from the earliest adventure games (Rettberg 87). As both the “technological platforms” that host electronic literature and games, and the “social contexts” that inform them evolve, so does the content, gameplay, and types of interactions they facilitate (Rettberg). The development of the Tinder platform and other mediated dating applications has precipitated the incorporation of interactive fiction games into the dating experience.

    Lene Tøftestuen - 25.05.2021 - 17:46

  8. End Matter: Interactive Fiction and a New Linguistic Consciousness

    The possibilities for interaction in electronic literature (e-lit) are heavily shaped by the platforms on which that interaction occurs, yet audiences are rarely aware of the extent to which the digital interface may influence, if not define, their sociality. These limitations take the form of community moderation tools and explicit censorship (such as in the case of profanity filters), but also in the designs of emote systems and content popularity systems, and achievement and reputation systems, and even in gameplay design. Often players, users, and audience members must oscillate rapidly and continually between determining the affordances of the tools available to them and evaluating the capacity of those tools to provide the social aims they desire.

    Milosz Waskiewicz - 27.05.2021 - 17:14

  9. The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved

    Building on his PhD research, Gamasutra's longtime columnist (Ernest Admas) explores the ways in which game narrative is still problematic, testing theories and solutions, and offering potential suggestions based on years of research and thought. Source: Gamastutra

    Daniel Johannes Flaten Rosnes - 23.09.2021 - 10:36

  10. Words Matter: Nick Montfort's Ad Verbum

    A close reading of Nick Montfort's Ad Verbum

    Daniel Johannes Flaten Rosnes - 29.09.2021 - 23:57

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