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  1. Space across Narrative Media: Towards an Archaeology of Narratology

    This essay describes the way that digital narratives (both commercial video games and electronic literature) create two kinds of space: a primary storytelling space in which gameplay or reading occurs, and an orientating space through which those primary spaces are encountered. This orienting space might include a larger narrative world, a menu from which game options can be chosen, or some expressive frame for our reading and play. This essay examines space in narrative theory—especially the work of Ruth Ronen, Gabriel Zoran, David Herman, and Mikhail Bakhtin—in search of a theory able to accommodate this orienting space. After an analysis of the challenges of accounting for intentionally bounded or limited narrative space in these theories, this essay turns to Bakhtin’s under-appreciated distinction between the view from inside and outside of the chronotope, which offers an account of what it would mean to occupy such an orienting space. This essay concludes by arguing that the methodology adopted here can have a wider application.

    Daniel Punday - 13.08.2018 - 20:25

  2. Traversals: The Use of Preservation for Early Electronic Writing

    An exercise in reclaiming electronic literary works on inaccessible platforms, examining four works as both artifacts and operations.

    Many pioneering works of electronic literature are now largely inaccessible because of changes in hardware, software, and platforms. The virtual disappearance of these works—created on floppy disks, in Apple's defunct HyperCard, and on other early systems and platforms—not only puts important electronic literary work out of reach but also signals the fragility of most works of culture in the digital age. In response, Dene Grigar and Stuart Moulthrop have been working to document and preserve electronic literature, work that has culminated in the Pathfinders project and its series of “Traversals”—video and audio recordings of demonstrations performed on historically appropriate platforms, with participation and commentary by the authors of the works. 

    Dene Grigar - 13.08.2018 - 21:45

  3. Playing with letters and fonts

    Playing with letters and fonts

    Ottar Ormstad - 13.08.2018 - 22:18

  4. The Importance and Function of Media Labs for the Preservation of Works of Digital and Electronic Literature

    The aim of current thesis is to propose an applicable model of an archive for works of digital and electronic literature in the context of a media laboratory that would document, collect, preserve and maintain works by native artist/authors in the Turkish scene. This thesis is both intended as a co-mediation that investigates and critiques the material infrastructure of the contemporary archival practices with a trajectory on the now-speculative forms of archival evolution such as DNA- storage through a media archaeological observance of existing examples of media laboratories that focus on the preservation of works of digital and electronic literature; and, rendered as a proposal for an actual archival project that would be utilized so as to establish a certain media laboratory for the archival, collection, documentation, preservation and maintenance of such literary works that defy the print-culture-bound dimension of traditional humanities. It aims to encourage the mediated thinking. By employing works of digital and electronic literature as digital objects, it also provide an ontological grounding for the media inherent thereof.

    Jill Walker Rettberg - 19.08.2018 - 08:04

  5. Narrativity

    Narrativity is one of the most difficult qualities of electronic literature to theorize. On the one hand, readers clearly have narrative experiences with electronic texts—​ from text-​ centric Storyspace hypertext fictions through commercial video games. On the other hand, many of the qualities that we value in electronic textuality, such as the variable way in which features of these texts are encountered by readers, work against traditional narrative coherence. Marie-​ Laure Ryan (2006: 196) speaks for many when she writes that “the root of the conflict between narrative design and interactivity (or gameplay) lies in the difficulty of integrating the bottom-​ up input of the player within the top-​ down structure of a narrative script.” The concept of narrativity itself has undergone significant rethinking in recent years, and as a result narratology offers more sophisticated ways of talking about how stories can appear in electronic texts than classical narrative models allowed. Before turning to particular features of electronic literature, let me begin with a basic history of the concept and identify key issues.

    Hannah Ackermans - 18.09.2018 - 14:48

  6. Hypertext: Storyspace to Twine

    "This chapter examines the transformations of literary hypertext as a nonlinear digital writing format and practice since its inception in the late 1980s. We trace its development from the editorially closed and demographically exclusive writerly practices associated with first generation hypertext (also known as the Storyspace School) to the participatory, inclusive, and arguably more democratic affordances of the freely accessible, userfriendly online writing tool Twine. We argue that while this evolution, alongside other participatory forms of social media writing, has brought creative media practices closer than ever to the early poststructuralist-inspired theory of “wreadership” (Landow 1992), the discourses and practices surrounding Twine perpetuate ideological and commercially reinforced binaries between literature and gameplay.

    Carlos Muñoz - 19.09.2018 - 15:25

  7. Unwrapping the eReader: On the Politics of Electronic Literature

    eReaders are becoming more normal and convenient, but which technology is the "best"? This chapeter attempts to inscribe those concerns for the readers. A central concern is that the eReader is currently undergoing a low-intensity version of the format wars of the 1980s (Betamax vs. VHS), and 2000s (HD-DVD vs. Blu-Ray), bereft of commentary from scholarly and teaching circles, which stand to be most directly affected by the adoption of one particular platform over another. 

    (source: from the chapter Unwrapping the eReader: On the Politics of Electronic Literature)

    June Hovdenakk - 19.09.2018 - 15:59

  8. Word Toys

    With the ascent of digital culture, new forms of literature and literary production are thriving that include multimedia, networked, conceptual, and other as-yet-unnamed genres while traditional genres and media—the lyric, the novel, the book—have been transformed. Word Toys: Poetry and Technics is an engaging and thought-provoking volume that speculates on a range of poetic, novelistic, and programmed works that lie beyond the language of the literary and which views them instead as technical objects.
     
    Brian Kim Stefans considers the problems that arise when discussing these progressive texts in relation to more traditional print-based poetic texts. He questions the influence of game theory and digital humanities rhetoric on poetic production, and how non-digital works, such as contemporary works of lyric poetry, are influenced by the recent ubiquity of social media, the power of search engines, and the public perceptions of language in a time of nearly universal surveillance.
     

    Ana Castello - 02.10.2018 - 19:22

  9. The Convergence between Print and Digital Literature in Blackout Poetry

    The Convergence between Print and Digital Literature in Blackout Poetry study the phenomenon of the “blackout poetry” both in the digital and the physical world. According to Ralph Heibutzki, on Demand Media, “Blackout Poetry focuses on reordering words to create a different meaning. Also known as the newspaper blackout poetry, in it, the author uses a permanent marker to cross out or delete words or images that he sees as unnecessary or irrelevant to the effect he is trying to create. The central idea is to design a new text from the words and images published previously, but finally, the reader is free to interpret as he wants.”

    Carlos Muñoz - 03.10.2018 - 15:47

  10. Interview with Porpentine Charity Heartscape

    Interview with Porpentine Charity Heartscape

    Ana Castello - 09.10.2018 - 12:43

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