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  1. Canonizing Hypertext: Explorations and Constructions

    Canonizing Hypertext: Explorations and Constructions focuses on a contemporary form of computer-based literature called 'literary hypertext', a digital, interactive, communicative form of new media writing.  Canonizing Hypertext combines theoretical and hermeneutic investigations with empirical research into the motivational and pedagogic possibilities of this form of literature.  It focuses on key questions for literary scholars and teachers: How can literature be taught in such a way as to make it relevant for an increasingly hypermedia-oriented readership? How can the rapidly evolving new media be integrated into curricula that still seek to transmit 'traditional' literary competence?  How can the notion of literary competence be broadened to take into account these current trends?  This study, which argues for hypertext's integration in the literary canon, offers a critical overview of developments in hypertext theory, an exemplary hypertext canon and an evaluation of possible classroom applications.

    (Bloomsbury collections.)

    Astrid Ensslin - 12.07.2021 - 09:27

  2. SoundAFFECTs: transcoding, writing, new media, affect”, Scan: Journal of Media Arts Culture,vol 4. no. 1

    SoundAFFECTs: transcoding, writing, new media, affect”, Scan: Journal of Media Arts Culture,vol 4. no. 1

    Hazel Smith - 23.08.2021 - 08:00

  3. "Do you want to hear about it?' Exploring possible worlds in Michael Joyce's hyperfiction, afternoon, a story"

    "Do you want to hear about it?' Exploring possible worlds in Michael Joyce's hyperfiction, afternoon, a story"

    Agnete Thomassen Steine - 22.09.2021 - 10:59

  4. Contemporary Stylistics

    Contemporary Stylistics' presents the current state of the integrated study og language and literature. From its emergence as an interdiscplinary blend of literary criticism, linguistics, psychology, cognitive science, social studies and philosophy, stylistics is now a mature and vibrant single discipline, with a confident new generation of researchers enganged in the proper study of literature. This book collects some of these new voices together for the first time, and presents their latest work in a form that is accessible and placed into context. 

    (Source: from the book introduction) 

    Agnete Thomassen Steine - 22.09.2021 - 11:13

  5. Videogames and Art

    Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His book explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence. He draws parallels with the film industry, but also highlights the limitations of such comparisons and the problems that the videogame industry has faced previously in imitating too-closely the structures and techniques of the film industry. His book ends with practical advice to the games industry on measures that it should adopt to produce more distinctive and creative work.

    Ana Isabel Jimenez Sanchez - 23.09.2021 - 12:10

  6. Will Computer Games Ever Be a Legitimate Art Form?

    Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His article explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence. He draws parallels with the film industry, but also highlights the limitations of such comparisons and the problems that the videogame industry has faced previously in imitating too-closely the structures and techniques of the film industry. 

    Ana Isabel Jimenez Sanchez - 23.09.2021 - 12:11

  7. Video Games as Literary Devices

    Looks at degrees of subordination of videogame to art in art/games by Regina Célia Pinto, Natalie Bookchin, Neil Hennessey, and Jim Andrews. Published in 2007 (With links updated in October 2015) by the University of Chicago Press in a book edited by Grethe Mitchell and Andy Clarke called Videogames and Art (source: Vispo.com)

    Daniel Johannes Flaten Rosnes - 28.09.2021 - 20:57

  8. "Play, Memory": Shadow of the Colossus and Cognitive Workouts

    This paper applies the distinction of episodic and procedural memory from cognitive science to the experience of contemporary video games. It aims to illustrate how participation in the simulative digital environments of "coherent world games" not only draws on but also relies on both forms of memory. Toward this end, the paper employs Fumito Ueda's _Shadow of the Colossus_ (2005), a game that combines a complexity of interaction (play and puzzle-solving) with a narrative complexity that allows for - and encourages - an interpretative understanding of its characters and storyworld. (Source: Abstract)

     

     

    Daniel Johannes Flaten Rosnes - 30.09.2021 - 00:06

  9. Alarmingly These Are Not Lovesick Zombies: well, they aren’t (I think)

    An article about Alarmingly These Are Not Lovesick Zombies by Jason Nelson that was posted on Destructoid by Earnest Cavalli.

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 21:19

  10. Popular Prosody: Spectacle and the Politics of Victorian Versification

    Paper discussing John Clark's Latin Verse Machine (1843) and the effect of this kind of technology on popular understandings of prosody.

    Jill Walker Rettberg - 15.07.2023 - 13:52

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