adaptation

By Milosz Waskiewicz, 27 May, 2021
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Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.The theoretical approach looks at analog games as capable of producing the specific circumstances that foreground the affective relationships between the players and the other pieces of the assemblage. Because of the procedural nature that necessitates specific types of interactions between parts of the play assemblage, analog games amplify the social interactions between players and differently produce affective orientations as a consequence of their systems. Then examines the ways that these games are remediated and adapted to digital platforms highlighting the things that are lost or changed in the move to digital, uncovering the types of experiences that are important for each type of adaptation.

The HCI approach presents Association Mapping (AM) in HCI; called so because the formation of a network is due to objects making associations in context. By recording the associations that form a network, it is possible to understand what objects are most central within that network. . This research contributes to the next paradigm of HCI by providing a new tool to understand use that is fragmented, distributed, and invisible. AM incorporates association as its measurement. This results in passive measures of attention, hybridity, and influence in network formation of any kind. It does this by making the systemic nature of use visible and capable of evaluation at any level.And finally the design approach applies design strategies for incorporating three main types of play: Screenplay, Gameplay, and Roleplay, seeking to answer questions about how to bridge the narrative and performance aspects of digital and analog play. This is particularly applicable to classic games that are associated with transmedia narratives and characters, such as the Clue board game, where there are established cinematic traditions and character roles.During the COVID-19 pandemic, board games have become a useful medium for examining our changing relationship with physical and digital interaction. In addition to presenting our own findings, this panel also offers several methodologies for furthering research into the intersections of the analog, digital, physical, and virtual.

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978-1-93-399663-9
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Public Domain
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The Truelist is a book-length poem generated by a one-page, stand-alone computer program. Based around compound words, some more conventional, some quite unusual, the poem invites the reader to imagine moving through a strange landscape that seems to arise from the English language itself. The unusual compounds are open to being understood differently by each reader, given that person’s cultural and individual background.

The core text that Nick Montfort wrote is the generating computer program. It defines the sets of words that combine, the way some lines are extended with additional language, the stanza form, and the order of these words and the lines in which they appear. The program is included on the last page. Anyone who wishes is free to study it, modify it to see what happens, and make use of it in their own work.

The Truelist is part of the series Using Electricity. A complete studio recording of the book by Montfort is available for free (either for online listening or download) thanks to PennSound.

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The Truelist, Counterpath book cover.
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80 Days is an interactive fiction game released by Inkle on iOS platforms on July 31, 2014 and Android on December 16, 2014. It was released on Microsoft Windows and OS X on September 29, 2015. It employs branching narrative storytelling, allowing the player to make choices that impact the plot. The plot is loosely based on Jules Verne's novel Around the World in Eighty Days. (Source: Wikipedia)

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By Hannah Ackermans, 12 December, 2016
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Some children story apps have incorporated a reflexivity typical of the metafictive picturebook but this reflexivity is altered in the digital medium by the possibility of interaction – as the reader is addressed by the story, there is in interactive texts the possibility of a response that affects the narrative. The construction of metafiction is also changed by the extended multimodality of these texts, that now incorporate movement and sound, for example, creating a different kind of immersion from that promoted by the image-writing dynamics of the print picturebook. In this paper, I will discuss the realization of metafiction through the participation of the reader in the app The Monster at the End of This Book (Stone & Smollin, 2011).

(Source: Author's Abstract at ICDMT 2016)

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With the classic text of Gustave Flaubert as its starting point, this multi-channel installation is scheduled for exhibition internationally from early 2014. A work about the link between capitalism and romance, Mieke Bal and Michelle Williams Gamaker’s revisionist take on the 19th century novel was filmed in Åland, Finland in summer 2012 and Paris, France in winter 2013. The installations bring together the brilliant talents of actors Marja Skaffari, Thomas Germaine and Mathieu Montanier and many others. By creating deliberate anachronism and intertextuality, the work attempts to show how Flaubert was in many ways a post-modernist and feminist. It explores the way dominant ideologies – specifically capitalism and its association with emotions, and romantic love with its commercial aspects – are still dominant after 150 years. The Madame B. installation offers a radically new interpretation of the text, replete with powerful symbolism that evokes this reimagining. In this way, it questions visually the role of women in a society driven by masculine impulses. The installation pieces explore different visual modes, and demonstrate how these have themselves the power to create an immersive experience.

(Source: http://www.miekebal.org/artworks/installations/madame-b/madame-b-instal…)

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By Hannah Ackermans, 31 October, 2015
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In this roundtable we propose to present and discuss those aspects and goals of the project NAR_TRANS (University of Granada, website under construction) that are most relevant to ELO and the conference. Nar_Trans aims to build an active and relevant research core in the Spanish I+D+i system, able to become part of the international research network on transmedial narratives & intermediality.

This academic network also aims to become a gathering place for fellow researchers, students and creative artists through different events, such as meetings, seminars and workshops, or the mapping of the Spanish transmedial productions through a web critical catalogue, with a view to the most outstanding works in Latin America. The project holds also the first university prize for young transmedia creatives as well as the publication of an e-book with a selection of essays on transmediality at the crossroads of Literary, Cultural and Media Studies.

(source: ELO 2015 conference catalog)

By Jill Walker Rettberg, 1 October, 2015
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Discusses digital adaptations of Borges in general and then gives a close reading of Bookchin's The Intruder.

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Originally commissioned by New Media Scotland as part of their Alt-W Cycle 9, Leishman’s latest work Front is a pre-programmed Facebook parody that addresses the major issues of social media—privacy and voyeurism. Front’s interface whilst mimicking the immersive, interaction rich promise of social media, instead reminds us of where the power structures lie, and what is often freely given up by the user/viewer. A contemporary retelling of the Apollo and Daphne myth, Daphne, our protagonist shares her predilections, thoughts and meticulously crafted “selfies”—she has excellent taste (her Front friends tell her so), but all is not as it seems. The narrative moves towards a climax that presents the perils of misrepresentation with the darker side of self-presentation.
Front contains a faux IM chat facility that intrudes on the viewer’s passive reading of the interaction dead “timeline”, upsetting the expected sense of presence and time within the project. Set up as a cautionary tale, the project further re-mixes familiar social media practices via a linked Twitter feed that extends the mediation of Daphne’s character whilst infusing the project with another level of “real” contexts (in the form of supportive specialist web links, and project documentation).

(source: ELO 2015 catalog)

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In this digital first picture book app, the reader encounters several interwoven stories connected by a thoroughly digital aesthetics that suits the different stories. The frame narrative centres around Kubbe, an anthropomorphic wooden log (kubbe is Norwegian for log) who is having a picnic with his grandmother and becomes curious about the shadows he sees. Upon hearing his grandmother’s story about how shadow theatre was created in ancient China, Kubbe decides to produce his own shadow theater: an unusal retelling of “Little Red Riding Hood”. The tablet’s affordances of back lighting, animation and visual spatiality are exploited in this app in a manner that suits and enhances the different stories’ individual characteristics. (source: ELO 2015 conference catalog)

Description (in original language)

Ny bildebok-app med Kubbe! Første digitale bildebok fra Gyldendal laget først for digitale flater, med både animerte sekvenser og en rekke berøringselementer. I denne digitale barneboka er det både interaktivitet og animasjoner, musikk og en historie som barna blir glad i. Hvis noe i boka blinker eller beveger seg, kan barna trykke på det og se hva som skjer. Kubbe-figuren har gått sin seiersgang internasjonalt, og historien er blant annet utgitt i Frankrike, Japan og Kina. Forfatter og illustratør er Åshild Kanstad Johnsen. (source: http://www.gyldendal.no/Barn-og-ungdom/Apper/Kubbe-lager-skyggeteater)

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