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  1. Wittenoom: speculative shell and the cancerous breeze

    This award-winning responsive poem focuses on the Australian ghost town Wittenoom, abandoned due to toxic dust caused by asbestos mining. Each of its nine parts focuses on an aspect of the abandoned town and consists of an image from Wittenoom, generally portraying urban decay, an brief looping instrumental audio track, links to other parts of the poem, a title for the section, and a text accessible through different responsive interfaces. A brief parenthetical help text near the bottom left corner of each screen provides encouragement that hints at the interface, promting readers to explore the interactivity and intuit its internal logic. The thematic focus and consistent visual design pull the work together, while the varied interfaces lead to new explorations of the spaces, together producing an experience both jarring and immersive. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 07.05.2013 - 12:45

  2. Life 2.0

    Life 2.0 er en spillbar versjon av kortprosateksten ved samme navn som opprinnelig ble utgitt i Arnebergs samling MEPÅNO. Livet fremstilles som en rekke funksjoner som aktivers gjennom et spillkonsoll-lignende grensesnitt. Spilleren/leseren trykker bokstaver og bokstavkombinasjoner på tastaturet som gjør at ord (KÅT - SULTEN - SULTEN - NOK) leses opp med en matt stemme og samtidig vises i bakgrunnen av skjermbildet. Livet i 2.0 versjon fremstilles som meget begrenset - kanskje som et dataspill? - og sentrerer seg rundt grunnleggende behov som mat, drikke, søvn og sex.

    Jill Walker Rettberg - 18.06.2013 - 11:57

  3. Netprov: Elements of an Emerging Form

    While improvisational theater has a well-documented history, the role of improvisation on the Internet has been only the topic of passing speculation (Laurel; Murray), either applied metaphorically to the user interface or in speculation on the nature of computer-mediated textual exchange particularly in the context of identity formation (Turkle). While improvisation is deeply connected to the authorial practices of players of MMORPGs and their MOO precursors (LaFarge) and to players of story-generation games such as Jason Rohrer’s “Sleep is Death” and to participants in ARGs, we are specifically interested in text-centered improvisation that has as its goal the creation of a narrative or narrative world, rather than primarily the development of a game experience.

    Scott Rettberg - 25.06.2013 - 14:30

  4. Textopia: Experiments with Locative Literature

    textopia is a design experiment situated in humanist media studies, and based on a simple idea: Making it possible for someone who is walking through the city with a mobile phone to listen to literary texts which talk about whichever place she is walking by. The aim of this exercise has been to explore the relationship between places and literary texts – not just what the relationship is and has been, but what it can be in the new medium. Inspired by the ideas embedded in hermeneutics, open source philosophy and agile software development, I have outlined a methodological approach that I call "agile media design". In the course of the practical process I have ialso dentified three key principles for locative media design, summed up in the "G-P-S" model: Granularity, Particiation and Serendipity. Together they describe the unique characteristics of designs like textopia – a category I call "annotative, locative media".

    Scott Rettberg - 26.06.2013 - 13:19

  5. Blackout

    Blackout" computerspil og roman. Deadline (1997)

    "Blackout" var ikke alene mit første spilmanuskript. Det var også det første spil Deadline udgav og dermed noget af det, der fik dansk multimedia til at rulle i gang. En produktion med masser af folk der for første gang prøvede kræfter med mediet, men var klar til at give hvad som helst for at få det til at lykkes. Jeg tror der forliste tre ægteskaber under den produktion, men der kom et fantastisk produkt ud af det og møder man dem der arbejdede på det er det næsten som at høre en flok gamle soldaterkammerater. Det var en temmelig vigtig begivenhed for de fleste på produktionen.

    Scott Rettberg - 26.06.2013 - 13:54

  6. Písanie v interaktívnych médiách. Digitálna fikcia /Writing in the Interactive Media. Digital Fiction

    The subject of the thesis is to introduce and contextualise the possibilities of writing in the interactive media as well as to study the literary art of interactive media in the Anglophone area. One of the attributes of the contemporary art pieces of interactive media is their intermedial character; the authors often link text, image and sound to introduce the fictional world. The aim of the thesis is on one hand to refer to the questions that are not new but have appeared in new circumstances due to the digital format and internet and on the other hand to refer to the questions typical for the digital fiction research. The research concentrates on the digital fiction – a digital piece written in a computer programme, in which the author offers a fictional world. The thesis addresses several aspects of digital fiction, whose combination indicates its characteristic status within the group of digital art – fragmentarity of narrative, multilinearity, interactivity, performativity, dynamics, intermediality and the principles of game and play.

    Zuzana Husarova - 28.06.2013 - 14:46

  7. Shrapnel

    Xyzzy winner, Best Use of Medium 2000

    Jill Walker Rettberg - 29.06.2013 - 09:24

  8. Photopia

    Noted for removing the puzzle-centric focus of most interactive fiction and emphasising story instead.

    Jill Walker Rettberg - 29.06.2013 - 09:28

  9. Aisle

    A work of interactive fiction.

    From IFwiki:

    • The original "one move" game. After the results of the player's command are displayed, the game pauses for a keypress, then returns the game back to the beginning so the player can make another choice.
    • Multiple endings. Although some endings are better than others, there is no best winning ending; the player is not playing to win or lose. Also, the endings, taken together, imply inconsistent past histories for the PC.
    • Puzzleless. The player is expected to explore the possibilities offered by the set-up. There is some emphasis on calling each variant a story, or part of a story.

    Jill Walker Rettberg - 29.06.2013 - 09:31

  10. Rematch

    A work of interactive fiction.

    Jill Walker Rettberg - 29.06.2013 - 09:34

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