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  1. The Doll Games

    The Doll Games is a hypertext project that documents a complex narrative game that Shelley and Pamela Jackson used to play when they were prepubescent girls, and frames that documentation in faux-academic discourse. In “sitting uneasily between” different styles of discourse, the work enlists the reader to differentiate between authoritative knowledge and play. Although the dolls in question are “things of childhood,” the project reveals that in the games the authors used to play with these dolls, one can find the roots of both Pamela and Shelley’s “grownup” lives: Shelley’s vocation as a fiction writer, and Pamela’s as a Berkeley-trained Ph.D. in Rhetoric. Throughout, the project plays with constructions of gender and of identity. This is a “true” story that places truth of all kinds in between those ironic question marks. The Doll Games is a network novel in the sense that it uses the network to construct narratives in a particularly novel way. The Doll Games is also consciously structured as a network document, and plays in an ironic fashion with its network context.

    Scott Rettberg - 26.02.2011 - 16:24

  2. The Meddlesome Passenger

    A hypertext fiction about the death of the author, the relationship between the reader, the author, and the text, travel, life, and death. Links in the text launch paratexts, which are juxtaposed with the 70 fragments of the "main" story. Readers can navigate the work by selecting individual fragments or by moving at random through the text, by clicking to animate and irritate the dead author.

    Scott Rettberg - 26.02.2011 - 16:42

  3. BeeHive [Hypertext Hypermedia Journal]

     A literary web journal (1998-2002) publishing hypertext and hypermedia fiction, poetry, and theory along with interviews with artists and theorists.

    Scott Rettberg - 26.02.2011 - 16:44

  4. Twisty Little Passages: An Approach to Interactive Fiction

    This monograph outlines the history of interactive fiction from its beginnings in the 1970s, through its commercial primetime in the 1980s, its community-based explosion in the 1990s and into the 21st century. Riddles are presented as the primary literary ancestor of interactive fictions, which allows Montfort too see IF as literary but as more than simply narrative.  The book provides a vocabulary and approach for describing the genre and also presents new interpretations of selected games and summarises previous readings and discussions of works.

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    A critical approach to interactive fiction, as literature and game.

    Jill Walker Rettberg - 26.02.2011 - 21:45

  5. Do You Think You're Part of This? Digital Texts and the Second Person Address

    This essay examines the use of the second person address in electronic literature and games. It discusses the way in which the direct address to the user has been used as a literary device, and how the "forced performative" that the reader is cast into when reading some such addresses is heightened in digital works, where the role of "you" is more literally enacted and regimented.

    Jill Walker Rettberg - 26.02.2011 - 22:03

  6. Dovetailing Details Fly Apart — All Over, Again, in Code, in Poetry, in Chreods

    "Dovetailing Details Fly Apart - All Over, Again, In Code, In Poetry, In Chreods" by Strickland and Lawson Jaramillo carries the debate into the analysis of specific poems and poetic practices, both written and spoken, graphic and sonic, alphabetically and digitally coded. The essay also introduces a new reference for the debate - namely, the work of Gregory Bateson, who is cited not just as a supporting 'theory' or philosphical framework, but in the spirit of differential discourse that distinguishes Bateson's work.

    (Source: introduction at electronic book review)

    Scott Rettberg - 26.02.2011 - 22:59

  7. Nio

    The main part of the Nio project is an interactive audio piece done in Shockwave. It consists of two "verses." In verse 1, the wreader layers audio and lettristic animations. In verse 2, the wreader both layers and sequences them. Verse 2 is a little sequencer. The Nio project has other parts such as the source code (requires Macromedia Director 8+); the (Shockwave) Song Shapes, which are audioless and use the same animations as in Nio; an essay on the poetics of interactive audio for the web; an essay on audio programming in Director, which is now part of the Macromedia documentation; still visual poetry drawn from onion skins of Nio animations; and an interview by Randy Adams with me about Nio.

    (Source: Author's abstract: Electronic Literature Collection, Volume 1)

    Scott Rettberg - 26.02.2011 - 23:06

  8. Escaping the Prison House of Language: New Media Essays in the Electronic Literature Collection, Volume 2

    The article, published in Norwegian in Vagant and in English as "Escaping the Prison House of Language: New Media Essays in the Electronic Literature Collection, Volume 2" on the author's website, addresses the release of the Electronic Literature Collection, Volume 2, and several new media essays / documentaries published in the collection.

    Scott Rettberg - 27.02.2011 - 20:18

  9. Jay David Bolter

    Jay David Bolter is Wesley Chair of New Media at the Georgia Institute of Technology and co-Director of the Augmented Environments Lab (AEL) there. He is the author of Turing's Man: Western Culture in the Computer Age (1984); Writing Space: The Computer, Hypertext, and the History of Writing, (1991; second edition 2001); Remediation (1999), with Richard Grusin; and Windows and Mirrors (2003), with Diane Gromala. In addition to writing about new media, Bolter collaborates in the construction of new digital media forms. With Michael Joyce, he created Storyspace, one of the early hypertext authoring system. Now, with the AEL collaborators at Georgia Tech including Profs Blair MacIntyre and Maria Engberg, Bolter helps to create on applications for entertainment, education, and cultural heritage. The platform for these applications is the AEL's Argon browser for smart phones and tablets. (www.jdbolter.net)

    Patricia Tomaszek - 28.02.2011 - 11:42

  10. Writing Space: The Computer, Hypertext, and the History of Writing

    From the publisher:

    This second edition of Jay David Bolter's classic text expands on the objectives of the original volume, illustrating the relationship of print to new media, and examining how hypertext and other forms of electronic writing refashion or "remediate" the forms and genres of print. Reflecting the dynamic changes in electronic technology since the first edition, this revision incorporates the Web and other current standards of electronic writing. As a text for students in composition, new technologies, information studies, and related areas, this volume provides a unique examination of the computer as a technology for reading and writing.

    Original publication date: 1991, published by Laurence Erlbaum Associates, Hillsdale, New Jersey.

    Patricia Tomaszek - 28.02.2011 - 11:48

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