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  1. Lost in the Archive: Vision, Artefact and Loss in the Evolution of Hypertext

    This dissertation offers a history of hypertext, and does not reference any creative works of electronic literature. It has many references to critical writing that is important in the study of electronic literature. The following is the author's abstract: ---

    Patricia Tomaszek - 29.06.2013 - 09:58

  2. Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments

    In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. Theorists have also predominantly defined it according to end-point characteristicssuch as the "expansion" trait (a story continues across media). This has resulted in the phenomenon being obscured amongst similar phenomena. Therefore, rather than investigate the phenomenon as it occurs in isolated artistic sectors and with an end-point characteristic, this thesis investigates all of these emergences through the lens of transmedia practice.

    Jill Walker Rettberg - 05.07.2013 - 19:28

  3. Reading and Teaching Gender Issues in Electronic Literature and New Media Art

    This dissertation has as its object of research new feminist hypermedia and it is located in the fields of hypertext theory, gender studies, and semiotics. This work offers close-readings of three recent feminist hypertext fictions written in English language exploring the problematics of gender, sexuality and multiple identities: Dollspace (1997-2001) by Francesca da Rimini, Brandon (1998) by Shu Lea Cheang and Blueberries (2009) by Susan Gibb. The aim of the study is, in the first place, show how feminist hypertext fictions can be analysed: categorising the work, interpreting its nodes and lexias, emphasizing the cultural references it evokes and studying the readers’ reactions to the hypertext. And in the second place, promote the study of electronic literature as a useful tool for literature courses as well as to demonstrate the beneficial aspects of hypertexts to work with gender studies literature.

    Maya Zalbidea - 21.08.2013 - 14:51

  4. Pour une littérature cyborg : l'hybridation médiatique du texte littéraire

    Our thesis aims at exploring, through the cyborg metaphor, the part of the contemporary literature which produces texts that are the fruit of a hybridization between books and hypermedia. The cyborg enables us to draw a parallel between the connections that exist today between books and hypermedia, and the relationships made up of fears and fantasies, that people have with the technologies they create. Cyborg literature does not propose works within which books and hypermedia are opposed, but works born from the reunion of two material supports, thus offering a media hybridization of the literary text. New media have to be appreciated as a motor of evolution rather than as a threat. Indeed, contemporary literary and books have to take up the challenge imposed by new media. The book is at the core of our problematic. We have to consider it as a medium for text, a mediumthat is not neutral and that holds its own characteristics and potential.

    Jill Walker Rettberg - 23.08.2013 - 13:53

  5. Incremental Storytelling and Calypsis: A Hypertext Fiction a Critical Introduction

    This critical introduction to Calypsis: A Hypertext Fiction argues that university creative writing programs should make full use of the institutional space, time, and resources available to them by introducing students to different types of writing projects and engage students in critical discussions about creative production, activities that they are unlikely to find outside the university's walls. These activities includes experimenting with digital tools, creating multimedia compositions, and producing collaborative work, as well as situating creative writing as an embodied act within specific historical, political, and material conditions. Herein I forward my theory of incremental storytelling, which is informed by both creative writing pedagogy and gaming theory, as one strategy for achieving these goals. Using this methodology, students learn the craft of fiction writing in smaller, discrete bits that, in aggregate, create something much greater than their constituent parts.

    Jill Walker Rettberg - 25.04.2014 - 04:40

  6. Digitally implemented interactive fiction: A systematic development and validation of Mole, P.I., a multimedia adventure for third grade readers

    "Interactive fiction" has been used to describe many of today's multimedia products. In reality, there is not a universal understanding of what interactive fiction is or what it should entail. The meaning of "interactive" is often interpreted in different ways. Many stories are considered to be interactive because they are placed on the computer. Meanwhile, such stories may lack most of the essential qualities for good literature. Interaction fiction should be upheld to the same standards as traditional texts. Following this belief, this research covers the underlying theories of interactive fiction, examples of misleading "interactive fiction" studies, and guidelines for design pulled from the fields of writing, children's literature and instructional technology. I have used these guidelines to develop a prototype of interactive fiction, which was be tested and revised in several cycles. First, I revised the prototype based upon reviews by several groups of experts from the areas of instructional technology and childhood education. The prototype was then pilot-tested by two participants from the target market.

    Jill Walker Rettberg - 25.04.2014 - 04:59

  7. The Tribulations of Adventure Games: Integrating Story into Simulation Through Performance

    This dissertation aims at positioning adventure games in game studies, by describing their formal aspects and how they have integrated game design with stories. The adventure game genre includes text adventures (also known as interactive fiction), graphical text adventures, and graphic adventures, also referred to as point-and-click adventure games. Adventure games have been the first videogames to evidence the difficulty of reconciling games and stories, an already controversial topic in game studies. An adventure game is a simulation, the intersection between the rule system of the game and its fictional world. The simulation becomes a performance space for the player. The simulation establishes how the player can interact with the world of the game. The simulated world integrates a series of concatenated puzzles, which structure the performance of the player. Solving the puzzles thus means advancing in the story of the game. The integration of the story with the simulation is done through the performance of the player.

    Jill Walker Rettberg - 25.04.2014 - 05:16

  8. Between Floors: The Ups and Downs of Mediated Narrative

    “Between Floors: The Ups and Downs of Mediated Narrative” and the accompanying creative remediation project, “Between Floors: Love and Other Blood Related Diseases,” meld theory and practice of print with electronic literature and installation art. I argue that as the medium changes, the narrative is transformed. The narrative can be reconstructed and pieced together as the reader or viewer becomes increasingly involved, even embodied within the work. This embodiment is what Nathaniel Stern calls “Moving and thinking and feeling” (1) and can result in a more direct emotional experience. The form, structure, and medium (sjužet) rely on authorial intention, yet as a narrative becomes more interactive and experiential the feedback loop shifts, placing meaning, message, and construction of narrative (fabula) between media and reader/viewer. This necessarily complicates the notion of authorship, yet within an embodied space, such as the installations included in this analysis, there is a potential for greater emotional understanding between author/artist and reader/viewer.

    Melinda White - 31.05.2014 - 16:17

  9. Hipermedismo, narrativa para la virtualidad

    In Hipermedismo, narrativa para la virtualidad (Hypermediadism, a Narrative for Virtuality), the contend is divided into three chapters, that cover from the historical process that permits the existence of new recourses applied to narrative to keys of this literary genre that does not enjoy, not even a universal name. The first part, La gestación de un género narrativo, (the Gestation of a Narrative Genre), summarizes how the use of technology has had an impact on the way of writing and publishing. The second part, Del papel a la pantalla. Hipermedismo literario (From Paper to Screen. Literary Hypermediadism), tries to organize the narrative keys that demands the storage medium: the conciseness that demands the space the screen offers; the communion of arts not only textual, a conviviality in which each one has a different narrative level and explores the possibilities in which literature manages without the text; the use of the hypertext, that allows folds contents; the ludic feature and the interaction of the reader, it challenges the convention of the lineal discourse imposed from the antiquity.

    Maya Zalbidea - 16.07.2014 - 12:49

  10. Writing Coastlines: Locating Narrative Resonance in Transatlantic Communications Networks

    The term ‘writing coastlines’ implies a double meaning. The word ‘writing’ refers both to the act of writing and to that which is written. The act of writing translates aural, physical, mental and digital processes into marks, actions, utterances, and speech-acts. The intelligibility of that which is written is intertwined with both the context of its production and of its consumption. The term ‘writing coastlines’ may refer to writing about coastlines, but the coastlines themselves are also writing insofar as they are translating physical processes into marks and actions. Coastlines are the shifting terrains where land and water meet, always neither land nor water and always both. The physical processes enacted by waves and winds may result in marks and actions associated with both erosion and accretion. Writing coastlines are edges, ledges, legible lines caught in the double bind of simultaneously writing and erasing. These in-between places are liminal spaces, both points of departure and sites of exchange. One coastline implies another, implores a far shore. The dialogue implied by this entreaty intrigues me.

    J. R. Carpenter - 22.11.2014 - 21:44

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