Analogue: A Hate Story is a visual novel in the style of many Japanese titles in the same genre . It was first published on the author's website and then on the gaming service Steam. The game tells an interactive story of transhumanism, traditional marriage, loneliness, and cosplay. The journey through the final section of the history of a generation spaceship before its failure. The two major characters you interact with in the story are the ships two remaining AI, an archivist AI named *Hyun-ae and a security AI named *Mute, the two ask the player vastly different questions and give entirely different views on the fall of the generation ship. The player is tasked with finding the truth of the tale by listening to both AI as well as building a sort of relationship with them and can end the story at any time by downloading what data they have and leaving the ship to its final fate, however this presents us with the worst of the possible endings. The choices the player makes throughout the story also affect the sequel of the work Hate Plus continuing the interactive work to show another section of the generationships story and gives more insight into the AI themselves. The game also features more traditional gaming segments where the player must solve puzzles in order to continue the story using a console system similar to modern computers the ending of which locks the player into one of the two AIs paths for the rest of the story, though a third alternate path is possible if the player knows specific keywords to unlock specific conversations early though this would require the player to either have researched the game before playing or have played the game before. The story itself keeps the player engaged by asking questions about the themselves and while the story is primarily about the history of this space ship, some might say the true story is the player and their burgeoning relationship with *Hyun-ae and *Mute
Spanish (Castilian)








We would like to present “Ciberia”, a collection of electronic literature works in Spanish, housed in OdA, a learning objects’ repository of the University Complutense of Madrid. We will showcase some of its most representative literary works as we revise the process of the collection’s creation. The presentation will cover aspects such as the criteria used for the selection of works, the elaboration of Ciberia’s bibliographic card, the process of metadata cleaning and reconciliation with other collections of the Linked Data cloud, and Ciberia’s research and pedagogical functions. Finally, we will discuss some of the peculiarities of Hispanic electronic literature’s modes of creation and reception that the collection has made visible.
Anacrón, Hipótesis de un producto todo is the vertiginous text that calls to the dead and the imagination. Both the subjects are attached to Mexican culture since ancient times and more than ever in our actual global society. Anacrón is an eclectic aesthetic e-poem that aims to respect the linear textual reading of the poem while it explores the boundaries of collaboration, multimedia and video game. Gabriel, the poet, and Augusto, the bandit. The entire project has developed without meeting each other. All communication has been done by e-mail. The journey starts when Augusto found an abandoned book called Caja over a couch in a Cafe at Puebla city. Of course, he stole both: the coffee and the book.
(Source: ELO 2014 Conference)
Hypermedia with recombinatory text, colourful images and noisy sounds about people who die. It is a vertiginous text imitating old fashioned videogames effects. The topic of death is displayed in a sarcastic like in This is how you will die (2005) by Jason Nelson. The cultural context reflected is the representation of death in Mexican folklore like in Carmen Gil’s El alebrije (2004). Acrobat and Flash Player have been used to shock the reader with visual and sound effects like in a game. The entire project was developed by e-mail correspondence between both authors which shows how an online work can be made without need of personal contact.
(Source: Maya Zalbidea)



Requirements: Acrobat 10 or later and Flash player installed.
In this interview Domenico Chiappe describes his works of both electronic literature and print literature published between the years 2000-2012. He gives insight into the interesting collaborative work for the work of electronic literature and ponders about the difference of the two forms of expressions: the printed book and new media. His then articulates discourse about the language of new media taking in account the SMS Literature and his concept of hiperphonia. On regard of the new possibilities provided by new media technology, he maintains that there should be a certain balance and harmony of the audio-visual effects and the written texts.
There are not few questions and crucial problems that the theoretical and comparative reflection should face trying to keep certain relevance in the areas of humanities and social sciences in the globalization era: What type of social subject is conforming this new communicative context? What new forms of literary textualities are the digital media spaces conceiving?
Seven creative minds get together in the same project. It is a novel written collectively, where seven particular characters present their stories in August 2nd day of the Virgin of Angels, the Patron of Costa Rica (Source: RedCultura.com) (Translated by Maya Zalbidea).
Siete mentes creativas se unen bajo un mismo proyecto. Se trata de una novela escrita en grupo, donde siete personajes muy particulares nos muestran sus historias en un 2 de Agosto, día de romería a la Virgen de los Angeles, patrona de Costa Rica (Fuente: RedCultura.com).

Hypertext and story seem to have clearly opposite structures: story is linear whole hypertext is non-linear. How can then hypertext fictions be constructed? We compare here the structure of classic narrative and of hypertext and explore the importance of sequence. To solve the apparent opposition, we consider the structure of our memory, where sequential and non-sequential relations are present. We found so multiple suggestion that can help us to explain how to build an hypernovel. Finally, we show how and why hypertext fiction can be used for learning.
A primera vista, el hipertexto y la novela parecen tener estructuras claramente opuestas. Pero hemos de preguntarnos si esto es cierto ahora, que varias hipernovelas pueden ser encontradas en la Web. Analizamos aquí, primero, estas dos estructuras, mostrando la principal diferencia de la relación con el carácter secuencial de la novela clásica vs. la multi-direccionalidad del hipertexto. Para buscar una solución a esta aparente oposición, abordamos luego la consideración de las estructuras cognitivas, principalmente de la memoria de largo plazo, en la que también encontramos aspectos secuenciales y multidireccionales cuya interrelación nos puede ayudar a solucionar la aparente contradicción de los formatos. Pasamos luego a caracterizar los niveles de "hipertextualidad" y a sugerir reglas para construir una hipernovela, basándonos en una experiencia propia. Mostramos cómo la hipernovela puede ser utilizada como herramienta para la enseñanza.