interactive narrative

Description (in English)

c ya laterrrr is the first in a series of exploratory works by Dan Hett covering his experiences during and in the aftermath of the 2017 Manchester Arena terrorist attack, where his younger brother was one of 22 people killed.

As summarised by Hett himself:

This game expresses some of the experience, along with exploring some of the what-ifs of choices I ultimately didn't make. All identifying information is removed, there are no names or locations specified anywhere. There are many choices within this game, and one of the many possible pathways does reflect my actual experience. This isn't marked or confirmed anywhere, and all pathways ultimately lead to the same endpoint. 

c ya laterrr  garnered press coverage, including articles in UK publications The Guardian and The Big Issue, and later won the New Media Writing Prize 2020.

Hett released second and third works to the series, The Loss Levels and Sorry to Bother You, in 2018. 

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By Milosz Waskiewicz, 27 May, 2021
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The possibilities for interaction in electronic literature (e-lit) are heavily shaped by the platforms on which that interaction occurs, yet audiences are rarely aware of the extent to which the digital interface may influence, if not define, their sociality. These limitations take the form of community moderation tools and explicit censorship (such as in the case of profanity filters), but also in the designs of emote systems and content popularity systems, and achievement and reputation systems, and even in gameplay design. Often players, users, and audience members must oscillate rapidly and continually between determining the affordances of the tools available to them and evaluating the capacity of those tools to provide the social aims they desire.

This panel explores the current limitations of contemporary literary and art criticism when applied to interactive narratives in order to build a richer dialogue attentive to sociological factors affecting platform-based literary activity. A diffusion of social and literary perspectives, we argue, is ultimately more appropriate for understanding the complex role networked communication and collaboration plays in the very fabric of these works. Considered together, the presentations on this panel will look deeply into how social media platforms generate increasingly innovative experiments in narrative structure by adapting interpersonal communication and live social exchange to online writing and reading practices. Digital network culture, dating back to the earliest text adventure games and first BBS servers, marked a fascinating conjunction between art works and participatory activity, aligning in the process many established literary and artistic aims with an array of diverse social behaviors and habits. The narrative structure of interactive fiction tends to offer the same points of reference key to any story, beginning with its setup followed by examples of conflict and resolution. Upon migrating to platform-managed media tools, narrative design has continued to sponsor a variety of coordinating behaviors among users, including what we’ve identified as consistent patterns of aggregation, accumulation, and competition. In addition, as critics like Manuel Castells, Lev Manovich, and more recently Manish Mehta have shown, networked media platforms invoke powerful programmable determinisms in the process of managing, and, in some cases, defining our cultural and social interactions.

Aligning these behavioral patterns with new literary guidelines and frameworks, the panel will look critically and, we hope, provocatively at narrative construction as collaborative digital network interaction. As these technologies continue to entwine human agents into increasingly complex actor-network systems, the resulting shift in writing practices and attitudes compares well to the new linguistic consciousness Russian theorist Mikhail Bahktin attributed a century ago to the emergence of the novel within modern literature. Panelists Kirill Azernyi, Stephanie Jennings, Andrew Klobucar, Rebecca Rouse, and Kate Tyrol will contribute presentations covering a variety of perspectives on these considerations, including online conspiracy theory, classroom gamification, player and user experience, interactive sculpture, and the role of debate in public discourse.

The panel will consist of traditional oral presentations, and attendees will also be invited to concurrently experience the panel through a custom-built Twine narrative.

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By Lene Tøftestuen, 25 May, 2021
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Abstract (in English)

This paper explores two main mobile app narratives that deal with the issue of perilous irregular migration, 'Survival' (2017, Omnium Lab) and 'Bury me, my love' (2017, The Pixel Hunt, Figs, ARTE France). This paper explores the way in which the mobile app form lends itself to elevation of migrant narratives and explores the capacity of such works to generate empathy.The paper will analyse the way in which migration and its subjects are treated and placed into relation with the notion of the game. The paper will also address the comparison between game-style apps and other online modes whereby migrant experience is being represented, such as that of humanitarian photojournalism and portraiture as it arises in social media apps, such as Instagram.

(Source: Author's own abstract)

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By Lene Tøftestuen, 25 May, 2021
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Abstract (in English)

Electronic literature and computer games share a common history beginning from the earliest adventure games (Rettberg 87). As both the “technological platforms” that host electronic literature and games, and the “social contexts” that inform them evolve, so does the content, gameplay, and types of interactions they facilitate (Rettberg). The development of the Tinder platform and other mediated dating applications has precipitated the incorporation of interactive fiction games into the dating experience.The conception of dating as a game is by no means a new phenomenon. The “pickup” model of dating considers interactions between potential sexual partners to be governed by a set of rules that participants can learn in order to “win”(Almog and Kaplan). While such practices existed long before digitally mediated dating sites, applications like Tinder extend the gamification of dating; the Tinder platform further gamified these experiences with the release of the electronic literature game, Swipe Night, which debuted in October 2019. Swipe Night, in the model of hypertextual fiction, allowed users to play through a narrative, making choices that impacted the resulting storyline.Swipe Night was intended to connect users in new matches based on their choices as they navigate through the Swipe Night story, a deviation from Tinder’s usual matching via geographic proximity alone. The game played out over four weeks, with each week continuing the story from the week before. The in-app interactive narrative was largely successful, with over a million people tuning in each week (Perez). The Swipe Night trailer began making its rounds on tinder and other social media apps in late September 2019. In the 45 second trailer, users were introduced to the concept of the narrative: “Every Sunday, experience an interactive adventure where your choices can lead to matches. But you only have till midnight until the adventure is over” (Timmermans and De Caluwé).While the Tinder application has, since its inception, facilitated the gamification of dating through its fast-paced, turn-based interactions, the debut of the hypertextual fiction Swipe Night further underscored the game-like interactions of the platform. However, Swipe Night also enabled community development based around common choices within the narrative, and fostered discussion among Tinder users on a variety of platforms. While users’ Tinder data is ephemeral and not publicly available, cross platform conversations offer insight into user perceptions and experiences navigating the Tinder platform, and Swipe Night in particular. This study examines user reactions to the Swipe Night event on the subreddit r/Tinder; some users praised the unique matches they were able to form through interaction with the electronic narrative, while others lamented the effectiveness of the fiction for facilitating the development of actual relationships. As the formation of both communities and romantic relationships increasingly occurs via digitally mediated communication, a study of Tinder’s Swipe Night event provides essential insight into both the gamification of human interaction and audience reception of these developing interactive fiction technologies.

(Source: Authors' own abstract)

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Critical Writing referenced
Description (in English)

A Web Odyssey deals with the navigation on the Web. It is based on "The Odyssey" by Homer and the figure of Ulysses trying to navigate back to Ithaca.

This interactive narrative features the different episodes of The Odyssey (the Cyclops, Circe, the Sirens, Calypso...). The goal of the user is to reconnect to the e-thaca network. Parallels are then drawn between the oblivion caused by the lotos flowers and the infinite scrolling of social networks, the eye of the Cyclops and the webcam which monitors the Internet user (and which must be blinded or disabled), the Underworld and the Dark Web... The ecological question is also addressed through the Sirens, who feed on human flesh, and the streaming platforms which consume a lot of energy and data and feed on the resources of our environment.

The Greeks associated a mythological divinity with each phenomenon. They accepted not to be able to understand everything, and the gods often served as an explanation. Centuries later, don't we have the same relationship with digital technologies? Are human beings free to make their own choices or do they have to obey their Fate, the Greeks wondered. Are human beings simple pawns, constrained in their choices, or sovereign creatures with free will? When we navigate on the Web, especially on platforms, we can often feel the same tension as the one felt by Ulysses during his perilous journey…

This narrative, which articulates literary, educational and recreational dimensions, is available in French and English. It invites us to reflect on our digital milieu, social media, platforms… and more broadly on digital technologies.

Source: exhibition documentationPresentation: http://www.utc.fr/~bouchard/works/presentation-odyssey.pdf

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Title of the work "A Web Odyssey" on a plane white background
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A Web Odyssey Book 1: introduction
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A website created to look like a social media website with different user posts
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A website designed to look like a news website uses the users webcam to display it live into the new
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A social media chat where user interacts by sending messages to what seems like other users
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A black and white website which is designed to look like a FM station
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Looks like a clicking game, with a big red heart in the middle and pointers around it
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Technical notes

Requires the users webcamera for best interaction with the work.

Description (in English)

Created during an AHRC Innovation Placement on Emerging Formats at the British Library, this piece of interactive fiction aims to show some of the difficulties associated with and benefits arising from collecting complex digital works.

https://notagoth.itch.io/the-memory-archivist

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Description (in English)

Megan Heyward's interactive narrative, I Am a Singer, was created in 1997 with Macromedia Director for the artist's MFA thesis and was exhibited widely after its release. Concerned with memory and identity, I Am a Singer tells the fictional story of Isobel Jones, a famous rock singer who has been in an accident and is suffering amnesia. Although she is still able to access the media traces of her life- songs, articles, newspaper clippings, and various items of personal memorabilia, she cannot draw together these disparate threads into a meaningful sense of self.  Structurally, I Am A Singer is a narrative built of fragments, of small, discrete but intersecting sequences, mirroring the fragmented consciousness of the singer. It operates on a number of levels – as a pure tale about an amnesiac singer trying to regain her memory, and as a broader exploration of identity and memory.

I Am A Singer was supported by Interactive Media funding from the Australian Film Commission (now Screen Australia ) of $57,400 and premiered as a finalist in the MILIA New Talent Pavilion in Cannes, France. It was exhibited widely between 1997 and 2000 in Australia, France, Germany, Switzerland, Belgium, Canada, USA, Mexico and Brazil.  I am a Singer won several national Australian awards for digital media including Apple Australia Award for Individual Excellence 1998, AIMIA ’98 best title produced by a student, and the US Invision‘98 Awards (US)- Best Digital Storytelling (Bronze), Omni Intermedia‘98 Awards (US)- Experimental (Silver) and Omni Intermedia‘98 Awards (US)- Sound Design (Silver).

Megan undertook multiple creative roles in the development of the work, as writer, artist, graphic/ interface designer, director, sound desiner and programmer. Her AFC funding allowed her to commission singwriter Phil Kakulas of Australian band The Black Eyed Susans to write two original songs for the work:- 'I Am a Singer" and 'Going Down". Black Eyed Susans musicians Phil Kakulas, Kiernan Box, Dan Luscombe and Mark Dawson played on the two tracks and incidental music for the project, which can be heard throughout the work interspersed with Megan's sound design elements. The track I Am a Singer was later recorded in entirety by the band and vocalist Rob Snarksi and released commercially.

Megan built the project in Macromedia Director , and it comprises approximatley 55 Director files and 10 video files and 50 audio files. The project took several years to fully develop.

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I Am a Singer floating
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I Am a Singer media path
By Chiara Agostinelli, 28 October, 2018
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Abstract (in English)

"Do it" by Serge Bouchardon is an app that encourages the reader to be a more active participant in their lives. Posted in this issue is a sample video of Bouchardon’s app. Upon opening the app, the reader is told they are at a job interview and then is prompted through the various existential anxieties that follow. You can shake, tap, and expand the narrative, but the most important thing asked of you during the experience is: can you adapt?

The work has been presented by "The New River" for the Spring 2018 edition.

The app is avaiable for Ios and Android devices and it can be found here:https://www.cddc.vt.edu/journals/newriver/18Spring/DoIt/DI.html

Source: https://www.cddc.vt.edu/journals/newriver/18Spring/editor.html

Description (in English)

DO IT is an interactive app. of Electronic Literature for smartphones and tablets (both for Android and iOS). DO IT offers four interactive experiences: adapt, rock, light up and forget. Each scene comes as an answer to contemporary injunctions: being flexible, dynamic, finding one’s way, forgetting in order to move forward… You will have to shake words - more or less strongly - in the Rock scene, or to use the gyroscope in the Light up scene. These four scenes are integrated into an interactive narrative (Story). They can also be experienced independently (Scenes).

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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.