sociology of literature

By Jill Walker Rettberg, 14 February, 2011
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Publication Type
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Year
University
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ISBN
9789185178384
Pages
424
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Approved by librarian
Abstract (in English)

This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of "hyperworks" refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e. game studies), sociology of literature, textual criticism, media theory, and new media studies. This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e., game studies), sociology of literature, textual criticism, media theory, and new media studies. The first article examines narrative technique and aspects of ergodicity in the digital hyperwork afternoon, a story (1997) by Michael Joyce. The main focus is on an analysis of the work’s structural organization and narrative technique. The second article proposes a theoretical framework for the analysis of texts and works in different media, especially focusing on the media structure (i.e. linking, navigation, storage, presentation, etc.) The third article analyzes and describes the ludolization, i.e., transposition into game form, of J. K. Rowling’s novel Harry Potter and the Philosopher’s Stone (1997). The study is a comparative analysis of the PC version of the computer game Harry Potter and the Philosopher’s Stone (2001) and the original novel, and discusses the media structure and the narrative/ludic structure of the two works. The concepts of ergodicity, cybertext, and content space are especially central to the study. Among the new concepts introduced are omnidiscourse, omnistory, performed discourse, performed story, lateral structure, hyperliterary competence, core ludic sequence, and performed ludic sequence. Also, a method for the analysis and description of links, i.e. a linkology, is presented along with new terms such as linkarium, ancoral text, adlink, and exlink.

Short description

The first seminar of the ELMCIP Project was held September 20-21, 2010 in Bergen at Landmark Café at the Kunsthall and the University of Bergen. The seminar focused on how different forms of community, based on local, national, language groups, shared cultural practices and interest in particular literary and artistic genres, form and are sustained, particularly electronic literature communities.

The program included a day-long public seminar on September 20th at the Landmark Kunsthall, where participants examined specific cultural traditions in electronic literature, include examples from France, the Netherlands, the Scandinavian countries, the USA, the community of interactive fiction, the Poetry beyond Text project in the UK, and others. Participants also heard from organizers of electronic arts and literary communities in Bergen.

That evening the recently released documentary on interactive fiction "Get Lamp" was screened, and the audience had the opportunity to discuss the film with its director, Jason Scott. The public program concluded the following evening with readings and demonstrations of electronic literature.

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