digital fiction

By Astrid Ensslin, 5 June, 2021
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9780814214565
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x, 211
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GPL
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Abstract (in English)

Digital Fiction and the Unnatural: Transmedial Narrative Theory, Method, and Analysis offers the first comprehensive and systematic theoretical, methodological, and analytical examination of unnatural narratology as a medium-specific and transmedial phenomenon. It applies and adapts key concepts of narrative theory and analysis to digital-born fictions ranging from hypertext and interactive fiction to 3D-narrative video games, app fiction, and virtual reality. The book addresses the unique affordances of digital fiction by focusing on multilinearity and narrative contradiction, interactional metalepsis, impossible time and space, “extreme” digital narration, and medium-specific forms of textual “you.” In so doing, the book refines, critiques, and expands unnatural, cognitive, and transmedial narratology by placing the form of these new narratives front and center.

By Daniel Johanne…, 25 May, 2021
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Abstract (in English)

Drawing parallels between the open web platform and the open way a fictional body can be constructed from a text, this paper explores the creative and ethical strategies employed in the creation of a feminist interactive digital fiction for body image narrative therapy, advocacy and plurality. The digital fiction was created with and for young women and gender non-conforming individuals from diverse intersectional backgrounds.If, as Possible Worlds theory posits, the real world serves as a model for the mental construction of textual fictional storyworlds, it follows that our experience and knowledge of real bodies, including our own bodies, serve as a model for the mental construction of textual fictional bodies. Unless a text draws attention to the physical appearance of a fictional character, the reader will tend to assume, according to Ryan's 'principle of minimal departure' (1991), that their body conforms to a familiar or generic norm (two eyes, two arms, two legs, etc.).The main character of the Writing New Bodies project's digital fiction, Jordan, has body image issues relating to her size and shape. This becomes evident from her negative self-talk. Jordan describes herself as fat, flabby and repulsive, but is that true in the textual actual world or is it a distortion of her body image problem? In our interactive text-based fiction, where the reader-player makes choices on Jordan's behalf that can affect her body image, there is no narratorial voice to authoritatively describe her body and none of the characters are ever depicted in mimetic visual form. Therefore Jordan's body is open to interpretation, open to (re)construction. Although normative concepts of the body are insidious, the reader-player has some latitude to give body to her in their own idiosyncratic way, perhaps empathically shaping her in their own self-image. This openness is a deliberate strategy to make the bibliotherapeutic benefits and socio-political commitments of the work as fluid and widely accessible as possible.Similarly, with accessibility in mind, we chose to build the digital fiction on and for the open web platform using a mobile-first, responsive web design approach for the greatest reach. But the affinity between these twin approaches runs deeper. Both the refusal to visually represent a (female-gendered or sexed-coded) body in a digital fiction and the refusal to use proprietary closed platforms represent a form of resistance to the normative forces of cultural hegemony within neoliberalism; not least because the big tech platforms that want to lock us in to proprietary systems are amongst the most prolific purveyors of imagery and messaging that contribute to body dissatisfaction in young people. In this context, choosing the open web platform is a feminist strategy that pragmatically and aesthetically underpins the concerns of our digital fiction, where the body is relatively open to (re)construction rather than defined and limited by the restrictive norms and unattainable ideals commonly found in digital media representations of bodies.

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By Vian Rasheed, 12 November, 2019
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Abstract (in English)

In the past decade a new genre of video games has emerged; with little action or traditional gameplay this new form has been described as audiovisual novels, ‘freeform unstructured narrative’ (Heron & Belford, 2015), ‘narrative avant-garde’ (Koenitz, 2017), ‘walkers’ (Muscat et al., 2016), ‘literary games’ (Ensslin, 2014), or ‘Walking Simulators’ which was added to the Urban Dictionary in April 2014 as a pejorative description of games where the main purpose appears to be walking around. This new genre has its antecedents in text adventure games, Point and Click adventure games, digital fiction, and art games, yet defining the Walking Simulator as ‘simply’ a game is an unproductive argument in itself (Fest, 2016). Aims and research questions: How do we categorise Walking Simulators? How should we analyse them? What can we find out from that analysis? Methodology and analytical framework Taking a broadly representative sample of Walking Simulators published in the past ten years (most have received critical acclaim and also won BAFTA and similar awards) some common features were identified. Sidestepping (but not ignoring) a definition of ludicity based in game coding and mechanics, and instead exploring how this genre offers narrative experiences that are closer to that of reading is a more productive and effective approach to understanding this new genre (Heron & Belford, 2015, Fest, 2016, Ensslin, 2014). Using an empirical cognitive poetic stylistic analysis developed by Bell, Ensslin, van der Bom, and Smith in 2018, this paper will examine Campo Santo’s 2016 BAFTA award winning game, Firewatch, as a case study to show how Walking Simulators offer transportation and immersion more commonly found in fiction texts rather than the flow of a video game. Player forums on the Steam platform have been used as an anecdotal qualitative sample of responses as a testingground for the possibilities of developing an empirical reader-response study in the future. Emerging Results and Conclusions This is an emerging and dynamic field of research which will continue to expand as more Walking Simulators are published. The results point to ongoing analysis and exploration of this new genre to firmly establish the Walking Simulator as a new digital storytelling artefact that is accessible to a wide range of player/readers. It is also hoped that by setting out a clear working definition for this new genre together with suggested analytical frameworks that there will be wider interdisciplinary scholarly interest.

Critical Writing referenced
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Enterprise Square Galleries
Edmonton
Canada

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How can the human body come to life on a two-dimensional screen? Can it become a playable environment, a platform, a game world? How are technologies and bodies (inter)woven to evoke new meanings of em-body-ment? Can digital fictions and poems evoke memories and images of our bodies that make us reflect, revisit, and re(con)figure our gendered identities? What are the relationships between exterior appearances and internal body functions and organs? And how do works of electronic literature allow users to engage in new forms of literary experiences and critical gameplay? In this part of the exhibition, these artists innovate digital, interactive and multimedia forms of creative writing, fabricating stories in flesh and bytes.

The exhibition was funded by the Social Sciences and Humanities Research Council of Canada and the Kule Institute of Advanced Studies, and sponsored by the Electronic Literature Organization.

Record Status
By Astrid Ensslin, 13 June, 2019
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Abstract (in English)

Digital fiction typically puts the reader/player in a cybernetic dialogue with various narrative functions, such as characters, narrative voices, or prompts emanating from the storytelling environment. Readers enact their responses either verbally, through typed keyboard input, or haptically, through various types of physical interactions with the interface (mouseclick; controller moves; touch). The sense of agency evoked through these dialogic interactions has been fully conventionalized as part of digital narrativity. Yet there are instances of enacted dialogicity in digital fiction that merit more in-depth investigation under the broad labels of anti-mimeticism and intrinsic unnaturalness (Richardson, 2016), such as when readers enact pre-scripted narratees without, however, being able to take agency over the (canonical) narrative as a whole (Dave Morris’s Frankenstein), or when they hear or read a “protean,” “disembodied questioning voice” (Richardson, 2006: 79) that oscillates between system feedback, interior character monologue and supernatural interaction (Dreaming Methods’ WALLPAPER). This articles explores various intrinsically unnatural examples of the media-specific interlocutor in print and digital fiction and evaluate the extent to which unconventional interlocutors in digital fiction may have anti-mimetic, or defamiliarizing effects.

By Astrid Ensslin, 12 June, 2019
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Abstract (in English)

This paper re-evaluates existing theories of immersion and related concepts in the medium-specific context of digital-born fiction. In the context of our AHRC-funded ‘Reading Digital Fiction’ project (2014-17) (Ref: AH/K004174/1), we carried out an empirical reader response study of One to One Development Trust’s immersive three-dimensional (3D) digital fiction installation, WALLPAPER (2015). Working with reading groups in the Sheffield area (UK), we used methods of discourse analysis to examine readers’ verbal responses to experiencing the installation, paying particular attention to how participants described experiences pertaining to different types of immersion explicitly and implicitly. We explain our findings by proposing the idea of a switchboard metaphor for immersive experiences, comprising layers and dynamic elements of convergence and divergence. Resulting from our analysis, we describe immersion as a complex, hybrid, and dynamic phenomenon. We flag the need for a more discriminating treatment of specific types of immersion in medium-specific contexts, including a distinction between literary and narrative immersion, and collaborative and social immersion (Thon 2008). We argue that literary immersion is needed as a separate immersive category because it differs from narrative immersion, and is far more linked to the activity of cognitive word processing. Similarly, we introduce collaborative immersion as an additional immersive category to reflect attention shifts towards site-specific, human interactions. Finally, our data shows the importance of site-, situation-, and person-specific constraints influencing reader-players’ ongoing ability to establish and retain immersion in the storyworld.

Description (in English)

Mary Rose is a digital ghost story. Nunn gave context to her work on University of Alberta's blog:

Mary Rose is about my children’s great-grandmother and I’ve been writing the story for about six months. I actually have a lot more written and was originally intending it to be a novel. I decided to use some of the writing for the final project of my Digital Fictions class and I was really happy with how the story worked in a digital format. I was actually surprised how easily the Mary Rose story fit into the interactive format.

(Source: University of Albarta)

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Description (in English)

Since Will Crowther created the first text-adventure game in 1976 (Jerz 2007), digital media has provided ample opportunity for fictional storytelling to evolve. One evolutionary pathway has led to computer games, now the most dominant form of entertainment media. Digital fiction, however, has developed along a more understated pathway, and has yet to emerge into its mainstream or commercial niche; it is not sold on Amazon, Google Play, or Steam; it is not regularly reviewed in ​The New Yorker ​or ​The Guardian​; it does not get adapted into popular films or television shows. Yet digital fiction persists, and in recent years has expanded beyond its roots as experimental texts created and shared amongst academics and avant garde artists, as demonstrated by trends in book apps, Twine games, and educational tools.

It is possible that digital fiction remains on the fringes not because the mainstream public dislikes it, but simply because they can’t find it. Publishing models for digital fiction have not yet emerged; rather, it is still primarily shared on the “gift economy” (Currah 2007) of the internet. Promising avenues have emerged in the indie games sphere in the form of Twine games and walking sims, but the generally single-authored, narrative-driven digital fiction has yet to find a solid footing in mainstream, commercial publishing spheres.

This presentation summarizes the convergent evolution in different media, from e-lit to indie games to webcomics, and examines each for its successes and failures in terms of commercialization. It offers insight into the future of digital fiction based on these case studies, as well as the author’s own practice-based research into publishing and commercializing digital fiction as both a creator and a publisher (in the form of Wonderbox Publishing).

Description in original language
By Akvile Sinkeviciute, 29 August, 2018
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All Rights reserved
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Abstract (in English)

Astrid Ensslin (University of Alberta), offers a critical examination of concepts relating to canon, preservation, and access. Adopting an essentially critical outlook on canonization as a process of scholarly and social elitization, she argues that material (financial, geographic, and technological) access has always been a discriminating, regulatory factor in canon development, even if we assume a dynamic concept of canon (Ensslin 2007) or a crowdsourcing, emergent approach (Rettberg 2013) that align with contemporary, fast changing technological developments. Ensslin’s paper focuses on the ​Eastgate Quarterly Review of Hypertext ​(​EQRH​), published in two volumes between 1994 and 1995, which has been largely neglected by digital fiction scholarship, mainly because of incompatibility and obsolescence issues. Two of the works contained within this early, e-literary journal are highlighted in Grigar’s presentation. ​EQRH ​offers an interesting case study of a publishing strategy that combined primary material with authors’ own reading notes, thus anticipating the highly accessible preservation efforts made by the ​Pathfinders​ project (Grigar and Moulthrop 2013-2017)

Eastgate’s project did not live up to its own aspirations, arguably due to rapid technological changes and the costly adaptations needed to meet the expectations of today’s digital fiction audiences. Because, currently, a media archaeological approach is required to read and analyze the texts published in ​EQRH​, Ensslin demands a scholarly initiative to collaborate with the publishers on updating the series for web browsers and making it accessible as downloads, to allow for broader scholarly engagement with this important yet inevitably sidelined series of artefacts.

(source: ELO 2018, panel, speech)

Platform referenced
By mez breeze, 11 August, 2018
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Important piece by @MezBreezeDesign on @TheWritPlatform about creating #elit and #digitalfiction in the #VR space.

- Kate Pullinger

Pull Quotes

For the most part, XR projects such as those mentioned above currently exist only in the mainstream margins, with a majority of experiences requiring costly high-end VR rigs and expensive desktop computers that demand audiences experience the works in their optimal state. To counteract this selective catering to the exorbitant end of the XR market, in early 2018 I had the idea to create a VR Experience that would reduce the mandatory use of high-end tech. This project would instead cater directly to a range of audiences by crafting a work that could be experienced across a far larger (and much more accessible) range of lower-end tech. This VR Literature work is called A Place Called Ormalcy.

In the VR version of A Place Called Ormalcy, additional effects mark the dystopic “boiling frog” dilemma that Mr Ormal faces. Each VR tableau subtly increases in size and scale as the Chapters progress, with the audience finding themselves in the climatic Chapter in a looming monochromatic set surrounded by huge windowless block-shaped buildings devoid of detail – except multiple, and menacing, “88” shaped logos (and the awfully transfigured Mr Ormal). In the VR version, the text becomes increasingly difficult to navigate, with the audience having to teleport, twist and turn in the VR Environment to read each annotation, echoing the “fake news” proclamations of our contemporary Western world where it is becoming increasingly difficult to access truth over relentless propaganda.