creative storytelling

By Jorge Sáez Jim…, 14 November, 2019
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This panel explores the tentative emergence of e-lit in mainstream media, as our decades-old experimental practices begin to trickle into mass awareness. The digitisation of entertainment

This panel explores the tentative emergence of e-lit in mainstream media, as our decades-old experimental practices begin to trickle into mass awareness. The digitisation of entertainment media, from books to TV, has opened the doors for mass media to awaken from its so-called passive mode, into one where the audience can engage and interact with the narrative. Where is e-lit finding a purchase, and what forms does it take when it appears? What does this tell us about audiences and what they’re looking for? And how can we use this analysis as creators of e- lit?

The papers in this panel are all supported by practice-based research in designing digital and transmedia fiction. The first paper will discuss the use of ordinary spaces in transmedia fiction, using social media to tell fictional stories and the implications of doing so; the second paper will discuss the use of self-promotion within online spaces on e-lit and self-published authors, and will highlight methods that authors use to step out of the margins; and the final paper will discuss how a reality television programme uses narrative techniques and digital storytelling methods to influence immersion.

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Description (in English)

Presented for the first time at the Hay Festival, Words We Never Wrote explores the meaning of writing, language and storytelling.

Somewhere close to you lie fragments of that story. Scattered words offer glimpses of a narrative etched into the air itself. For the last eighty years, a book that was never read has been trying to find a way back into the world. This is where stories begin, where a story is trying to be told. It wants you to help write it.

Words We Never Wrote is an Ambient Literature work commissioned by the Hay Festival 2018. It addresses the meaning of language and the role of fiction in an increasingly fragmented world. It wears its heart on its sleeve, and owes a debt to Borges, Calvino, Ocampo and especially the writings of Bruno Schulz.

Words We Never Wrote was installed in Arnolfini’s Front Room from June 8th – 9th, 2018. The work was presented within UWE Bristol’s Degree Show

The work lasts approximately twenty minutes, and takes place indoors.

Source: https://ambientlit.com/wordsweneverwrote

Pull Quotes

We all, at a fundamental level, consist of words. As we change, as our lives change us, words become dislodged; my story becomes a part of yours. There are some words though, that remain lost, waiting in the cracks of floorboards, ricocheting off people in busy crowds. As they are lost from one story, they wish to become part of another . . .

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"Show's Over" is a creditable fiction by Stuart Moulthrop. The work consist of a credit roll for fake films, generated as they go, composed on the fly by a series of programs. The shows are all over, so you can just hang out and watch the words. Watch while you want. Get up and go when you're ready. There is bonus content in the shape of a story in eighteen parts. The story can be accessed by clicking anywhere in the active window while the credits are rolling. While doing this a subtle message will appear in the background, saying something like request story/narrative/disrupt. The messages will differ from time to time but their meaning is always the same. You'll have your story segment as soon as the current credit sequence completes.

When story bit rolls up, the words will pause at the top of the screen. You have two  minutes to read in peace. If you don't need that much time, click in the active window and things will move along. You cannot go directly to the next bit to the story as this is disruptive technology. You have to sit through at least one imaginary credit roll before the story resumes. There are several ways the show can end, depending on what you choose to see. And the end is not the end, of course: swallow-taled, the story will happily recycle after you reach full count. Some shows go on forever.

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A picture of the landing site for the creditable fiction "Show's Over"
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A screenshot of the work "Show's Over", displaying parts of the credit roll
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A screenshot of the work "Show's Over". A subtle message is placed in the background, as a result of clicking in the active window to access bonus content
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A screenshot of the work "Show's Over", displaying part 1 of the available bonus content
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Description (in original language)

På denne siden kan du følge alle de fiktive karakterene fra SKAM. 

Du kan følge serien hver dag på skam.p3.no, og på alle karakterenes sosiale medier kontoer.

Hver fredag samles også alle ukens filmer i en episode som kan sees på skam.p3.no eller i NRKs nett-tv

Skam er en dramaserie og alle karakterene og profilene i serien er fiktive.SKAM sine sosiale medier-kontoer finnes på Profiler-siden.Anbefalt målgruppe er 15 år

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Description (in English)

18 Cadence is a storymaking machine where readers explore a house through a hundred years of history. Any piece of the story can be dragged and dropped onto a workspace area and repositioned, merged, and remixed, like magnetic fridge poetry for narrative. Readers can share and exchange the stories they make this way, and have created poetry, counter-narratives, collages, and many other stories and experiments. 18 Cadence was a Kirkus Reviews “Best Book App” of 2013, and received Honorable Mentions for the prestigious IGF Nuovo award and the Robert Coover Award for a Work of Electronic Literature.

Description (in English)

Whom the Telling Changed is a short accessible piece of interactive fiction that incorporates several remarkable innovations. The reader can direct a character to do certain things, as is typical in interactive fiction, but is also able to influence the outcome of an important storytelling session, one which shapes a Sumerian people's course of action. Whom the Telling Changed adds hypertextual aspects to the conventional interactive fiction interface and shapes the story-world in unusual ways based on the reader's input.

Description (in original language)

Author description: In this interactive short story, author Aaron A. Reed explores what storytelling meant to the earliest civilizations and what it will mean in the 21st century. The player takes the role of a villager thousands of years ago whose people have gathered to hear their storyteller tell part of the epic of Gilgamesh. As the player traverses the mostly linear plot, he or she accumulates a history based on decisions both important and trivial that ultimately impact the outcome and significance of the frame story. Hypertext-like keywords allow the player to raise points in the interior story, persuading the crowd and other characters to corresponding points of view, while a more robust interactive fiction parser allows the player to interact extensively with the frame story.

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By Hannah Ackermans, 29 October, 2015
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Abstract (in English)

This workshop will be offering the participants both a theoretical and practical introduction to interactive narratives in "419-fictional environments" created by scammers and scambaiters. We seek to understand different sides of online fraud and through creative storytelling reflect on issues like online privacy, virtual representation and trust within networks. We also draw parallels to other practices and cultures like: gaming, transmedia storytelling or creative activism. Through a participants take the first steps of creating their fictional characters and infiltrating a scammers storyworld to observe and interrupt their workflow.

We explore how persuasive narratives are setup, how characters are designed and how dialog is exchanged to build trust between the acting parties. We will use social media and various content generators and other tools to orchestrate internet fiction, creating entrance points to a story world and spreading traces of information online. By reflecting on scam bait experiences we enter a discussion around the topic of interactive narration connecting to the participants' and their general work in this field.

With the term "419-fictional environments" we refer to computer mediated story worlds where advance-fee fraud is used as a confidence trick to lure the victim into paying a fee in advance, with the future hopes of getting a larger amount of money in return. The origins of advance-fee fraud dates back to the 16th century and is known as the "Spanish prisoner", Internet and new communication systems have rapidly increased the opportunities for the scammers to reach victims. At the same time they have helped the scammers to hide their personalities and their working practices. Scammers can work with standard office computers on a global level, tricking their victims by impersonating: fundraising Charity NGO’s, State Lottery institutions, Conference/Art Festival organizers or as romance seeking lovers on Dating websites. These types of cyber crime are often called "419-scams", "419" referring to the Nigerian Criminal Code dealing with cheating and fraud.

The workshop will give participants valuable first hand insights into raising awareness about online advance-fee fraud scams and to raises issues of trust betwixt and between real and virtual. This by exploring the practice's of scambaiters. Scambaiters are persons who reply to scam emails, being fully aware that the emails are written by scammers. "Scambaiting involves tricking Internet scammers into believing you are a potential victim". This means that the scambaiters turn the tables and lure the scammers into incredible story-plots, always giving the scammers the feeling that they will get a lot of money. Scambaiters do this for different reasons. Tuovinen et al. illustrate three possible motives: community service (social activism), status elevation and revenge. The workshop provides a base to discuss if components of scambaiting culture can be used in terms of community service in form of creative activism. We also welcome discussion around the game like interaction that takes place between the scammer and the scambaiter. How storyworlds are build, which tools to stay anonymous are used, how characters are designed and dialog exchanged to build trust between the actors.

(Source: ELO 2015 catalog)