game-poem

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Description (in English)

The VNIVERSE app is a poetry instrument you can play. In DRAW mode, touch and drag to create your own constellations. In CONSTELLATIONS mode, explore the ten constellations found in the coordinate print book, V : WaveTercets / Losing L’una (SpringGun Press, 2014). WAVETERCETS plays the entire run of poem tercets for you, starting at the beginning. Or, by touching any star, you may begin anywhere you like. ORACLE lets you pose seven questions to the sky. CLEAR button clears the sky. Stephanie Strickland’s V was first published by Penguin (2002) as an invertible book with two beginnings, V : WaveSon.nets / Losing L’una. Mid-book, a URL leads to V : Vniverse (2002, Director project with Cynthia Lawson Jaramillo). Another part of V is the Flash poem, Errand Upon Which We Came (2001, with M.D. Coverley). The Vniverse app for iPad was created in 2014 with Ian Hatcher.

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Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time. As different combinations of sockets are activated, a version of the story is displayed, projecting what might happen if the symbols associated with those sockets were part of the story. While players explore possible stories, they also carry on an ongoing conversation with the AI character, who comments on the reader's activity, engages in philosophical discussions, and ultimately demands physical proof that a reader's selected ending for the story is appropriate. The reader provides this by finding a page from the companion printed book that contains an overlapping theme with the selected ending. Using markerless tracking augmented reality (AR), we can identify which page of the print book the player is pointing the iPad's camera at, and display additional layers of story content overlaid on the physical book. Once a story is resolved, the themes associated with it are strengthened. In this way the next story has thematic connections with the way the reader resolved prior stories, and as play progresses subsequent stories become more and more similar to the reader's own aesthetic. (Source: authors abstract)

By Maya Zalbidea, 23 July, 2014
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9788497042574
8497042573
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255
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All Rights reserved
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Approved by librarian
Abstract (in English)

In Escrituras nómades, Belén Gache has created an encyclopaedia that presents in a pleasant and documented fashion several centuries of game and experimentation with the text. Some of the sections are 'Conjuros', 'Espacialidades', 'Signos' and 'Temporalidades'. For Belén Gache writing is in a constant shift; revolving in a material formal, playing with it, living in the new electronic limbo (Translated by Maya Zalbidea) (Source: El País)

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Abstract (in original language)

La autora estudia la práctica de las literaturas no lineales a lo largo de la historia de la literatura. Si bien mucho se ha hablado sobre literaturas no lineales desde contextos cercanos a las teorías de los nuevos medios, este libro acentúa la continuidad de estas prácticas a lo largo de la historia de la literatura. Los nuevos dispositivos de escritura, surgidos a partir de tecnologías digitales, permiten alcanzar dimensiones antes no previstas en estrategias tales como la no linealidad de las tramas, la interactividad o el reparo en el aspecto perceptual de los signos. Sin embargo, este tipo de experiencias no son nuevas en el campo literario. Desde los "Carmina Figurata" hasta los poemas dadá, desde el "Tristam Shandy" de Lawrence Stern hasta los viajes africanos de Raymond Roussel, desde el "Coup de dés" de Mallarmé hasta el "Nouveau Roman", desde la verbivocovisualidad joyciana (Finnegan's Wake) hasta el concretismo, desde los lenguajes inventados por Velemir Khlebnikov hasta los "event scores" de Fluxus se han buscado formas de decir y de narrar que escapasen a modelos canónicos y automatismos lingüísticos.

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indice_nomades.pdf (57.94 KB)
By Jill Walker Rettberg, 28 June, 2013
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This essay is a synopsis of my fourth chapter from my dissertation. My research consists of game-poems and how they fundamentally alter the experience of “reading” poetry. Ultimately, my argument is that poetic experience is no longer initiated by text, but by the kinetic, audible, visual, and tactile functions in the digital environment that I label as trans-medial space; in effect, these functions sustain the poetry experience, and, thus, require the reader/user of the poem to play, rather than read, as a new form of “reading” the digital game-poem in order experience and interpret a poem’s meaning.

As a result, this essay explicates my theory and purpose for constructing and presenting an online, multiplayer game experience of a digital poem ironically titled “How to Read a Digital Poem”. Set in Markus Persson’s Minecraft platform, I demonstrate how this trans-medial space functions as an expression of poetry, mediating our interaction with digital poems. As a result, my Minecraft Poem challenges the level of immediacy and ephemeral notions of space that has been associated with technological advancement in digital poetry advocated by N. Katherine Hayles, Stephanie Strickland, and Mirona Magearu. The environment is a space oscillating between constraint and unconstraint methods to produce a poem, but results in a stable trans-medial space for the digital poem to perform and be experienced by the user/player.