apps

By Scott Rettberg, 20 May, 2021
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Abstract (in English)

This paper explores two mobile app narratives that deal with the issue ofperilous irregular migration, Survival (2017, Omnium Lab) and Bury me, my love(2017, The Pixel Hunt/Figs/Arte France). This paper explores the way in whichthe mobile app form lends itself to elevation of migrant narratives and exploresthe capacity of such works to generate empathy.

The paper will analyse the way in which migration and its subjects are treatedand placed into relation with the notion of the game. The paper will also addressthe comparison between game-style apps and other online modes wherebymigrant experience is being represented, such as that of humanitarianphotojournalism and portraiture as it arises in social media apps, such asInstagram.

Description (in English)

This cute interactive story offers a reimagining of “Little Red Riding Hood.” Designed to appeal to literate and preliterate audiences (as young as two years old), the game offers twelve exploratory animated scene peppered with hidden mini games. The work uses touch and tilt to allow the interactor to discover the story while engaging the affordances of mobile devices. Interactors are free to explore the tale at their own pace, as the wolf stalks over to granny’s house. However, created for even the youngest of audiences, the wolf merely shoves granny into a closet, rather than eating her. Rendered in white, black, and grey (with a hint of red), this app’s aesthetic draws upon the style of Japanese anime and contemporary animation. Backed by an immersive soundtrack, the piece offers a delightfully modern retelling of this classic tale.

(Source: Description from ELO 2017: Book of Abstracts and Catalogs)

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By Anders Gaard, 25 August, 2016
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2015-01-01
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Anastasia Salter’s “Convergent Devices, Dissonant Genres” assesses the implications of the iPad for the state of literature. Looking at “traditional” approaches that re-mediate print for digital devices, “enhanced” approaches which add “special features” to extant texts and forms, pre-tablet eliterature re-experienced in the new environment, and finally the creation of original apps with literary qualities, Salter’s work is a critical document of the impact a single interface can have on the development of literary culture in the 21st Century. (Source: Author's Abstract)

By Jill Walker Rettberg, 20 June, 2014
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Abstract (in English)

E-books for kids are one of the few areas in which commercial publishers are creating innovative literary works for tablets and smartphones, but most of the apps available do not explore the rich traditions of electronic literature, instead opting for a more linear “enhanced book” approach that strongly borrows from the tradition of picture books and in particular pop-up books. Scholarship on and criticism of children's’ book apps tends to be in the fields of literacy studies andchildren's literature rather than in the field of electronic literature, and this paper aims to bring the two domains together, looking at picture book apps aimed at young children.

Early childrens’ electronic fiction, such as Amanda Goodenough’s Amanda Stories which was published on CDROM by Voyager in 1991, was well known in hypertext literature circles, and the novelty of being able to click on pictures and have the computer respond is still be a dominant trope of current book apps. Many apps use the added possibilities of modern tablets - Atomic Antelope’s 2010 iPad adaptation of Alice in Wonderland famously allows readers to tilt the tablet to make Alice grow and shrink - but the simple click-response structure generally remains firmly linear. Mo Willems' Don’t Let the Pigeon Run This App (Disney 2011) is a rare example of combinatory fiction for children. The app builds on Willems’ children’s book series that is scripted around a set formula: the pigeon wants to do something and must not be allowed to do it. In the app, the child reader either supplies words that are woven into the story or shakes the phone or tablet to create a random story. I will discuss a variety of examples ofchildren's book apps, particularly emphasising those that go beyond the linear pop-up book style of interactivity.

If narratives are important in shaping our understanding of the world, it is very interesting to see to what extent children are being exposed (and thus taught the structure of) non-linear or combinatory narratives. Clearly children are learning to use game structures to interpret and re-tell their experiences, but can the more experimental forms of narrative we know from adult electronic literature work inchildren's literature? What might these works look like?

(Source: Author's Description)

Publisher Referenced
By Jill Walker Rettberg, 29 April, 2014
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Abstract (in English)

With the rise of smartphones and tablet pcs, children’s book apps have emerged as a new type of children’s media. While some of them are based on popular children’s books such as Mo Willems’ Pigeon books or Beatrix Potter’s Peter Rabbit, others were specifically designed as apps. This paper focuses on examining book apps under the aspects of implied user strategies and narrative structure. Using a narratological framework that also takes into account the unique characteristics of the medium, a terminology for the analysis of book apps will be sketched out. Furthermore, an exemplary analysis of iOS book apps for pre- and grade school children comes to the conclusion that, far from offering the child users room for individual creativity, a large number of apps rather train their users in following prescribed paths of reading.

(Contains references to more creative works than currently registered:

Animal Snapp Farm by Axel Scheffler. Version 1.0.1. # 2012. Nosy Crow Ltd.
Don’t Let the Pigeon Run this App by Mo Willems. Version: 1.0 Seller: Disney Publishing Worldwide Applica- tions # 2011. Disney Enterprises Inc.
Flip Flap Farm by Axel Scheffler. Version 1.0.1 # 2013. Nosy Crow Ltd.
Lil’ Red. Concept by Bart Bloemen & Brian Main, tech: Tom Skidmore, audio: Lukas Hasitschka, grafix: Brian Main www.lilredapp.com Version: 1.03 # Brian Main.
Magic Story Factory by Kathy Rypp, illustrations: Gretchen Wheeler. Version: 1.0 Seller: Christian Larsen # 2011.
The Gift: An interactive storybook. Written by Jos Carlyle, illustrated by Dan Mynard. Version: 1.5. Seller: Persian Cat Press Ltd # 2012. Persian Cat Press.
The Land of Me: Story Time. Version: 0.0.4 Developer: Made in Me Ltd. # Made in Me.
The Original Tale of Peter Rabbit by Beatrix Potter. Version: 1.0 Seller: Pearson PLC # 2011 by Penguin Group (USA).
Your Adventure by Rianne van Duin (RumDeeDum). Version: 1.1 # ImproVive.)