first person experience

Content type
Author
Year
Language
Platform/Software
Record Status
Description (in English)

Gone Home takes place entirely in one environment—literally a home—and relies on found objects like receipts, personal notes, ticket stubs, and phone messages to further its plot. In doing so, the game goes beyond the story’s central mystery and delves into the inner workings of teenage rebellion, marital strife, and love. Gone Home’s intimate nature, strong storytelling, and ambitious scope has garnered heavy accolades for both the game and The Fullbright Company studio, including an IndieCade Audio Award, two Spike VGX awards, and a 9.5 rating on IGN.

Source:http://getinmedia.com/articles/game-careers/steve-gaynor-designing-gone…

By Fredrik Sten, 17 October, 2013
Language
Year
Record Status
Abstract (in English)

How can one articulate literary and artistic creation and scientific research? In my case, creative research consists in creating experiences. Indeed I emphasize the notion of experience, or rather experiences: the experiences of the author, of the reader and of the researcher (in the field of digital literature). This approach is based on a variety of first person and third person experiences, subjective experiences and objective descriptions, spontaneous and instrument-based experiences (ie closer to experiments). Conceiving a literary and artistic experience as a scientific experience implies admitting that real life experience can have a scientific dimension. In this approach, I analyse my own productions as well as the productions of other authors. I can think my productions and those of others from a concept-based perspective or from a creative activity perspective, as a literary and artistic experience or as material for a scientific experiment.The challenge is to develop protocols of introspection, data collection and traces which will then reconstruct what happened. Creative research, if it is based on solid protocols, has a lot to teach us about digital writing and digital poetry. As a case study, I will include the research and creation process implemented in the framework of a collaboration with the ALIS company.

(Source: Author's abstract at ELO 2013 conference site: http://conference.eliterature.org/critical-writing/research-and-creatio… )