reader experience

By Hannah Ackermans, 6 February, 2017
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“Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock. Interactions with NPCs [non-player characters] in 80 Days unlock information essential to win; respect and cultural sensitivity are procedurally rewarded. This resists the original novella’s racist depiction of nonwhite “others.” My paper suggests how 80 Days‘ emergent game attributes interrupt our readerly drive to “master” a text.

(Source: http://kathiiberens.com/)

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By Hannah Ackermans, 12 December, 2016
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One thing that cannot be denied is that whereas there have been countless online publications before the world wide web, it has been the late development of the web that transformed communication patterns and, particularly information textuality and the journalistic arena. Among profound and unceasing changes, one can stand out the online versions of traditional media outlets, but obviously the originally online stories, created to be experienced as multimedia journalistic pieces. It is within this field that Eduardo’s story belongs, in the piece “O que é isso de vida independente” [What is that of an independent life?] by the Portuguese multimedia journalist Vera Moutinho. In this paper, I will explore Eduardo’s story, which elects the visual and sound plasticity as drivers of the reading experience, to examine how significance is built across multiple media and unfolds undertones throughout each moment.

(source: Author's Abstract at ICDMT 2016)

By Daniele Giampà, 10 April, 2015
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Alan Bigelow tells in this interview how he started publishing online works of digital poetry around the year 1999 and where his inspirations for his work come from. Furthermore he explains why he chose to change from working with Flash to working with HTML5 and in which way this decision subsequently changed his way of writing. Then he considers the transition from printed books to digital literature from the point of view of the reader also in regards of the aesthetics of digital born literature. In the end he gives his opinion about the status of electronic literature in the academic field.

By Daniele Giampà, 7 April, 2015
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In this interview Andy Campbell talks about his first works in video games programming during his teens and how he got involved with digital literature in the mid-1990s. He then gives insight into his work by focusing on the importance of the visual and the ludic elements and the use of specific software or code language in some of his works. In the end he describes the way he looks at digital born works in general.

By Daniele Giampà, 12 November, 2014
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Leonardo Flores tells about his beginnings in the field of electronic literature and his current project on electronic poetry. He then makes an in-depth description of the paradigmatic change from printed literature to electronic literature with special attention on the expectations of readers who are new to new media works and the tradition, so to speak, of experimentalism in literature. With the same accuracy he ponders about the status of science of electronic literature and ends the interview with some considerations about the important issue of preservation.

By Arngeir Enåsen, 14 October, 2013
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In this paper I discuss Young-Hae Chang Heavy Industries’ digital poem Dakota. I discuss how the poem controls the reader’s experience and how this control affects its possible interpretations. The control is mostly executed by limiting the reader’s freedom over reading. Reading time, direction and duration are determined by the poem. It is only possible to start the poem, but not rewind, stop or fast-forward it. Furthermore, the manipulation of speed affects reading in many ways. In the fast extreme the effect is illegibility, but more subtly used speed creates varieties of emphasis and de-emphasis. The effect of emphasis of this kind, I argue, creates different layers of readings and invites re-reading. These different readings require different cognitive modes, which mirror our contemporary reading habits. Not being in control of the reading process also leads to a scattered sense of unity, one of postmodernism’s essential traits. While reading the poem I also question why I read as I do, and by doing so I hope to present more general traits of how to approach digital literature.

By Patricia Tomaszek, 1 July, 2013
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8.2.
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All Rights reserved
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Abstract (in English)

“Interactive narrative” is a loaded phrase that invokes different dreams for different populations of people. For new media theorists like Janet Murray (1) and Brenda (2) Laurel, it elicits visions of participatory stories enacted within immersive simulated “holodecks.” For theorists of hypertext and interactive fiction like Jay David Bolter (3) and Emily Short, (4) it suggests branching textual environments and rhizomatic tangles of linked lexia. For researchers in computer science and AI, it has manifested in simulations of believable human characters (5), and intelligent storytellers that direct the action in a simulated storyworld along desirable narrative paths (6). Within the digital games community, theorists like Henry Jenkins, (7) Celia Pearce, (8) and Jim Bizzocchi (9) suggest broad framings of narrative that allow it to infuse and enhance gameplay. Outside of academic research, interactive narrative conjures images of “Choose Your Own Adventure” novels, role-playing games, and improvisational theater. For the purposes of this article we take a broad perspective on interactive narratives, which we view as stories that afford active participation on the part of the reader. We assert that a robust understanding of the experience of readers and players engaging in interactive stories is crucial to developing this new medium.

While much work has been done to explore the technological boundaries of computational narrative forms, (10) and extensive theory has been written about the poetics of interactive stories, (11) comparatively little research has been done on how readers approach narrative experiences, and how readerly expectations inform the interpretation and reception of an interactive narrative. (12) In this paper we describe an interactive narrative that we have designed that is experienced via a custom tangible embodied user interface called the Reading Glove. We present three important theoretical perspectives on how readers make sense of mediated experiences and apply them as analytical lenses for viewing the experiences of participants interacting with our system. (13) We have previously written about the design of the technology and the interactions in this system and about the authoring process of the narrative content, (14) and so in this paper we will be emphasizing the ways in which readers experienced the narrative elements of the system. Our analysis of the responses of readers using the system allows us to propose three design heuristics for future interactive storytelling systems.

Source: article's introduction

Pull Quotes

Our approach provides an important starting point for designers of interactive stories to begin coherently considering the readers of their systems that we believe is essential for the growth of interactive narrative as a medium.

Creative Works referenced