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  1. Digital Fictions: Storytelling in a Material World

    When researchers in computer-mediated communications discuss digital textuality, they rarely venture beyond the now commonplace notion that computer textuality embodies contemporary post-structuralist theories. Written for students and faculty of contemporary literature and composition theories, this book is the first to move from general to specific considerations. Advancing from general considerations of how computers are changing literacy, "Digital Fictions" moves on to a specific consideration of how computers are altering one particular set of literature practices: reading and writing fiction.

    Patricia Tomaszek - 24.09.2015 - 11:25

  2. 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

  3. 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

  4. Playing the Text, Performing the Future: Future Narratives in Print and Digiture

    This volume examines the structure of text-based Future Narratives in the widest sense, including choose-your-own-adventure books, forking-path novels, combinatorial literature, hypertexts, interactive fiction, and alternate reality games. How 'radical' can printed Future Narratives really be, given the constraints of their media? When exactly do they not only play with the mere idea of multiple continuations, but actually stage genuine openness and potentiality? Process- rather than product-oriented, text-based Future Narratives are seen as performative and contingent systems, simulating their own emergence.

    (Source: Publisher's abstract)

    Scott Rettberg - 04.04.2017 - 12:32

  5. Spy EYE (The Marino Family, Spring Thing 2018)

    A review of Spy EYE, the fourth story in the series, Mrs. Wobbles & the Tangerine house. 

    Mark Marino - 18.04.2018 - 08:30

  6. The Road to Assland and early Polish Text Adventure Games

    The Road to Assland and early Polish Text Adventure Games

    Piotr Marecki - 27.04.2018 - 11:35

  7. Electronic Literature

    Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks – literature that would not be possible without the contemporary digital context.

    In this book, Rettberg places the most significant genres of electronic literature in historical, technological, and cultural contexts. These include hypertext fiction, combinatory poetics, interactive fiction (and other game-based digital literary work), kinetic and interactive poetry, and networked writing based on our collective experience of the Internet. He argues that electronic literature demands to be read both through the lens of experimental literary practices dating back to the early twentieth century and through the specificities of the technology and software used to produce the work. 

    Scott Rettberg - 01.05.2018 - 20:06

  8. Two Dimensions for classifying interactive digital narratives

    In this paper, I introduce two dimensions for classifying interactive digital narratives to allow comparisons between works in different traditions with the aim to improve the dialogue across these divides. Electronic literature and other forms of interactive digital narratives exist in many forms, amongst them Interactive Fiction (IF), hypertext fiction (HF), narrative-focused video games, interactive documentaries, art installations and VR/AR works. Between these different forms, underlying models, artistic approaches and descriptive vocabulary differ considerably. I propose to map different works and positions along the dimensions of narrative status and player/interactor role. These two dimensions enable comparisons and are a stepping stone towards a more developed analytical matrix in the future

    Linn Heidi Stokkedal - 29.08.2018 - 15:20

  9. The Inform User’s Manual

    The Inform User’s Manual

    Ana Castello - 03.10.2018 - 18:51

  10. 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

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