new media writing prize

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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A prize initiated in 2010 at Bournemouth University for new media writing, sponsored by Bournemouth University, IF Book, Arts Bournemouth, and Dreaming Methods.

The prize highlights inspiring work, raises awareness and provokes discussion about new media writing, the future of the 'written' word and storytelling.

  • The Main prize was awarded to Dan Hett for his work c ya laterrrr
  • The Writing Magazine Digital Journalism Award 2020 was awarded to Eman Mounir for her work Black Beaches
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By Carlota Salvad…, 24 May, 2021
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Abstract (in English)

The 2020 COVID-19 pandemic has had a considerable impact on the way cultural heritage organisations engage with their audiences. At a time when public exhibitions and events have to be postponed indefinitely or cancelled, many GLAM institutions have chosen to increase their online presence instead, looking at virtual platforms as a means to deliver content, showcase their collections and drive engagement. The British Library Simulator (https://giuliac.itch.io/the-british-library-simulator) is a brief video game created and released in June 2020, as a way to engage with our audience while the physical library buildings were closed. The game, created using the free online game engine Bitsy, allows players to explore a pixelated rendition of some popular areas of the British Library; by moving their avatar and interacting with other characters in the game, players can learn facts about the history of the building and discover some of the projects the library staff have been working on during the pandemic. One of the main projects we wanted to raise awareness about is the Emerging Formats project: the British Library, with the other five UK Legal Deposit Libraries, have been researching, collecting, archiving and preserving complex digital publications produced in the UK for the past four years. We curate a growing collection of web-based interactive narratives hosted in the UK Web Archive (https://www.webarchive.org.uk/en/ukwa/collection/1836), which includes a variety of format types and interaction patterns, and have just recently launched a collection of all winning and shortlisted entries for the New Media Writing Prize (https://www.webarchive.org.uk/en/ukwa/collection/2912). While most of the collected entries are only available on Library premises for legal reasons, a few can be accessed remotely, allowing for part of the collection to be accessible even during lockdown. Another aim of the game was to highlight the British Library’s effort to collect and archive around COVID-19: the Library has been collecting radio stations recordings, interviews, websites and testimonies to capture the experience of lockdown and living through the pandemic. These also include examples of e-lit produced in the UK, as well as extensive dedicated collections in the UK Web Archive (https://www.webarchive.org.uk/en/ukwa/collection/2975) and the British Library Sounds (https://sounds.bl.uk/). Both are mentioned in the game, in an effort to direct audiences to our digital resources and bring our steady online services into the spotlight. The British Library Simulator offered us a chance to present libraries not just as keepers of knowledge, but as active and engaging content creators; it allowed us to reach new audiences, outside of the usual academic circle; by being an interactive narrative itself, it helped us stress the importance of collecting and preserving contemporary born-digital publications, as well as provide and example of the electronic literature the Library is interested in collecting; and lastly, it highlighted our ongoing effort to keep offering our services online even while the physical Library remains closed.

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The New Media Writing Prize awards evening took place at Bournemouth University on January 17th 2018. Vanita Patel, BA English Student at Bournemouth University, captured the event for us.On January 17th, Bournemouth University hosted the 8th annual awards ceremony for the New Media Writing Prize. This year’s attendees were lucky to have the opportunity to listen to Adrian Smith, Amuzo Director and one of the creators of the original Tomb Raider games. The evening also consisted of a presentation with the competition’s shortlisted entries and winners as well as giving an insight on some of the judges own personal opinions on what new media narratives meant to them. The event was organised by Jim Pope and was graciously sponsored by if:book boss, Chris Meade, Unicorn Training CEO Peter Phillips and Gorkana’s Philip Smith and Cheryl Douglas.

Adrian Smith talked about his experience with interactive narratives whilst creating Tomb Raider in 1996. Using the New Media Writing Prize’s key elements: Innovation, Interactive and Immersive as a starting point for his presentation, Smith gave an interesting talk about the creation of the iconic gaming franchise. It was clear that during the creation of Tomb Raider, the most important element of it was what the heart of the game should be. Whether it was being able to let the player explore the world, making the game accessible to all, or to produce achievable goals and challenges, Tomb Raider provides many options for whatever type of gamer you are.

(Source: Article from www.theliteraryplatform.com :  ‘The Cartographer’s Confession’ wins the New Media Writing Prize 2017, http://theliteraryplatform.com/magazine/2018/01/cartographers-confession...  )

The subcategory of the 2017 New Media Writing Prize for the Student Prize Winner and Shortlist.

The Student prize was awarded to Natasha Nunn: Mary Rose http://mary-rose.ca 

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Description (in English)

Dorset's paranormal history dates back hundreds of years and continues to be a hotspot for unexplained activity.

In your role as a paranormal investigator, complete the interactive documentary by navigating your way through three of Dorset's most haunted locations. Only after discovering the stories behind them will you be able to escape. Good luck.

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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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