slow reading

By J. R. Carpenter, 10 May, 2015
Language
Year
Presented at Event
Platform/Software
Record Status
Abstract (in English)

I made my first web-based art work in 1995. It’s still online, it still works. The internet has changed a lot since then, but the DIY aesthetics and practices of that era have by no means disappeared. In today’s highly commercialised web of proprietary applications, Content Management Systems, WYSIWYG editors, and digital publishers, it becomes an increasingly radical act to hand-code and self-publish experimental web art and writing projects. Drawing upon Olia Lialina’s essay “A Vernacular Web” (2010), this paper makes correlations between the early ‘amateur’ web and today’s maker and open source movements. Examples of the persistence of Web 1.0 are presented, from the massive Ubu Web site which its founder boasts, ‘is still hand-coded in html 1.0 in bbedit, from templates made in 1996,’ to the tiny anti-social network TILDE.CLUB, where small experimental websites are hosted on one ‘totally standard unix computer.’ In addition to the slow writing of the web through hand coding, the practice of appropriating existing source code is discussed in relation to Nick Montfort’s Taroko Gorge (2008), which has been remixed dozens of times. And, drawing upon Lori Emerson’s book Reading Writing Interfaces (2014), it is argued that experimental web-based works such as Daniel Eatock’s The One Mile Scroll (2008), which transforms virtual space into an actual, physical distance, force slow reading by challenge conventions of web design.

Pull Quotes

Handmade objects are objects made by hand or by using simple tools rather than machines. Whether the object is homely — as in a child’s clay ashtray — or exquisite — as in a pair of bespoke brogues — the term ‘handmade’ implies a slowness in making and a unique, rare, or irregular result.

I evoke the term ‘handmade web’ to refer to web pages coded by hand rather than by software; web pages made and maintained by individuals rather than by businesses or corporations; web pages which are provisional, temporary, or one-of-a-kind; web pages which in some way challenge conventions of reading, writing, design, ownership, privacy, security, or identity.

Platform referenced
Database or Archive reference
Organization referenced
Event type
Date
Organization
Address

Bath Spa University
Corsham Court campus
United Kingdom

Short description

In 2010, the Slow Media Institute circulated a manifesto highlighting how the concept of ‘slow’ could be employed in responding to the pace of technological change in the 21st century. Making the link to other slow movements, the Slow Media manifesto emphasized the ‘choice of ingredients’ and ‘concentration in the preparation’. As Jennifer Rauch (2011) writes, attention to ‘Slow Media’ suggests that ‘we are observing a moment of transformation in the way that many people around the world think about and engage with mediated communication’.

This broad ‘slow media’ approach has been taken up in relation to a range of media sectors. ‘Slow journalism’ seeks to respond to some of the contemporary newsgathering and journalism practices with a concern for investing in journalism, questioning 24/7 news cycles and immediacy as the most important factors, and exploring stories over a longer period. The focus on completeness and full coverage is also a central element of the ‘Slow TV’ approach. The sustained coverage of cruise ships and knitting that the Norwegian Broadcasting Corporation has offered since 2009 indicates the popular appetite for ‘Slow TV’ and in September 2014 The New Yorker declared ‘Slow TV is Here’. Further perspectives come with ‘Slow Film’ and the approach taken by filmmakers such as those at Echo Park Film Center who use analogue technologies, hands-on techniques and collaborative processes as a catalyst for a community-based cinema wherein filmmakers invent, own and control the means of production, exhibition and distribution.

This one-day symposium is hosted by the Media Futures Research Centre at Bath Spa University’s Corsham Court campus.

Record Status
By Eric Dean Rasmussen, 21 June, 2012
Author
Language
Year
Record Status
Abstract (in English)

“Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
essential differences between videogames and other forms of expressive culture, such as
literature, photography, and cinema. But what about videogames in which action looks like
inaction? What about videogames in which action means sitting still? What about a videogame
that purports to be less a game and more a meditation—a work of literature? In this paper
I explore a prominent yet remarkably understudied example of a slow game—a game that
questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, an
accumulation of meaningful history that stands apart from the more fleeting moments of time
in the modern age (Erlebnis) that parade themselves as experience.

An essential element of A Slow Year that facilitates its reimagining of experience is its form,
which Bogost likens to a game poem. This is a curious phrase, a compound noun with each
word carrying equal weight, not at all like the more common phrase “poetic
game,” in which the adjective serves in the name of the noun. These are not poetic games or
game-like poems. They are poems, and they are games, both at the same time. Bogost uses
the phrase to evoke a number of poetic and textual associations, but certainly one of the most
important of these is the notion that formal constraints delimit and paradoxically give way to
poetic creativity. Rhyme. Meter. Line counts. We are familiar with these formal elements, which
derive primarily from oral culture, when encountering poetry. A Slow Year asks us to consider
what new constraints arise when poetry escapes from words and rhetoric and settles into
images and processes. Bogost’s four game poems are a product of—and more meaningfully a reflection upon—constraints. The constraints inherent in the Atari VCS platform. The
constraints of games. The constraints of poetry. I argue that Bogost combines these constraints
and the triply minimalist result manages to align sound, image, and action into a coherent
whole that is playable and even winnable—yet resonates with stillness, inactivity, and
deliberation.

(Source: Author's abstract, 2012 ELO Conference site)

Platform referenced
Creative Works referenced
Critical Writing referenced