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  1. Finding a Third Space for Electronic Literature: Creative Community, Authorship, Publishing, and Institutional Environments

    The article addresses topics including creativity as a social ontology, reformulations of the idea of authorship in digital environments, the economics of electronic literature publishing, and the institutional challenges involved in developing academic environments for the teaching of digital writing.
    (Source: Author's abstract)

    Eric Dean Rasmussen - 01.09.2011 - 11:17

  2. Following Paths of Electronic Literature

    Easy manipulation, playfulness, creative and active participation in the progress of society and culture by the development of various (art) projects are essential for the ideal of contemporary culture and society. The aim of the article is to look at the phenomena that play an important role in the field of electronic literature – interaction, materiality, performativity and the dynamics of hic et nunc, playfulness, ludification and the innovative use of platforms. The article follows contemporary trends in the field of electronic literature and simultaneously tries to outline some possible directions that electronic literature could take in the near future. (Source: author's abstract)

    Eric Dean Rasmussen - 01.09.2011 - 11:24

  3. Electronic Literature: What is it?

    Electronic Literature: What is it?

    Guro Ingebrigtsen - 08.09.2011 - 13:53

  4. Creative Communities: Nooks, Niches, and Networks

    Creative Communities: Nooks, Niches, and Networks

    Eric Dean Rasmussen - 08.09.2011 - 16:38

  5. Anthological and Archaeological Approaches to Digital Media: A Review of Electronic Literature and Prehistoric Digital Poetry

    A review of two field-defining books about electronic literature by N. Katherine Hayles and Christopher Funkhouser, whose literary scholarship counters the ahistoricizing tendencies of much writing about digital media.

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 12.09.2011 - 11:19

  6. The Machine in the Text, and the Text in the Machine

    "The Machine in the Text, and the Text in the Machine" is a review essay on Electronic Literature: New Horizons for the Literary (Notre Dame, IN: University of Notre Dame, 2008), by N. Katherine Hayles, and Mechanisms: New Media and the Forensic Imagination (Cambridge, Mass.: MIT Press, 2008), by Matthew G. Kirschenbaum. Both works make remarkable contributions for the emerging field of digital literary studies and for the theory of digital media. While Hayles analyses the interaction between humans and computing machines as embodied in electronic works, Kirschenbaum conceptualizes digitality at the level of inscription and establishes a social text rationale for electronic objects.

    (Source: DHQ)

    Eric Dean Rasmussen - 13.09.2011 - 14:23

  7. Tagging Practices and the Disturbed Dialectic of Literary Criticism

    This paper will discuss the relationship between speed and literary criticism in the age of new media.  Specifically, this paper will explore the dual metaphor of the “tag” as an official consumer label and an underground art form, and the productive tension that exists when both forms exist within the same urban space.  Using this metaphor to discuss traditional terminologies and folksonomy as forms of “tagging” that can create productive tension within database projects like the Electronic Literature Directory, I will conclude with a call for attentiveness that can push both casual readers and conservative scholars towards criticism that is technologically appropriate, ethically engaged, and culturally vital.

    (Source: author's abstract)

    Eric Dean Rasmussen - 13.09.2011 - 15:37

  8. Making Connections Visible: Building a Knowledge Base for Electronic Literature

    Developing a Network-Based Creative Community: Electronic Literature as a Model of Creativity and Innovation in Practice (ELMCIP) is a collaborative research project funded by the Humanities in the European Research Area (HERA) JRP for Creativity and Innovation. Focusing on the electronic literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP is intended both to study the formation and interactions of that community and also to further electronic literature research and practice in Europe. The ELMCIP Knowledge Base is a publicly accessible online database that focuses on capturing core bibliographic data and archival materials about authors, creative works, critical writing, events, organizations, publishers, and teaching resources and on making visible the connections between creative and scholarly activities in the field.

    This presentation will focus on three aspects of the ELMCIP Knowledge Base in particular:

    1) Cross-referencing to make visible the emergence of creative and scholarly communities of practice

    Eric Dean Rasmussen - 13.09.2011 - 15:42

  9. Basquiat meets Mario Brothers? Digital poet Jason Nelson on the meaning of art games

    An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 28.09.2011 - 12:44

  10. The Digital Poem against the Interface Free

    Recent e-literature by Judd Morrissey and Jason Nelson represents a broad movement in e-literature to draw attention to the move toward the so-called “interface free” – or, the interface that seeks to disappear altogether by becoming as “natural” as possible. It is against this troubling attempt to mask the workings of the interface and how it delimits creative production that Judd Morrissey creates “The Jew’s Daughter” – a work in which readers are invited to click on hyperlinks in the narrative text, links which do not lead anywhere so much as they unpredictably change some portion of the text. Likewise working against the clean and transparent interface of the Web, in “game, game, game and again game,” Jason Nelson’s hybrid poem-videogame self-consciously embraces a hand-drawn, hand-written interface while deliberately undoing videogame conventions through nonsensical mechanisms that ensure players never advance past level 121/2. As such, both Morrissey and Nelson intentionally incorporate interfaces that thwart readers’ access to the text so that they are forced to see how such interfaces are not natural so much as they define what and how we read and write.

    Eric Dean Rasmussen - 05.10.2011 - 09:09

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