Article in a print journal

By Dene Grigar, 6 October, 2011
Author
Publication Type
Language
Year
Pages
359-378
Journal volume and issue
36.3.
License
All Rights reserved
Record Status
Abstract (in English)

Looking specifically at the genre of adaptive narrative, this article explores the future ofliterature created for and with computer technology, focusing primarily on the trope of mutability as it is played out with new media. Some of the questions asked are: What can the medium of a work of literature, that is its material aspect, tell us about the text? About character? What can it possibly matter if narrative is recounted on papyrus, retold on parchment and rag, and then remediated in pixels? Isn’t it the message carried by the medium we are most concerned with, stable or unstable the process of inscription, reinscription, encoding and decoding, translation and remediation? This paper speculates about possibilities rather than attempts to answer these questions, but the structuring and mean-making components considered here stand as examples of some we may want to think about when developing future theories about literature – and all types of writing –generated by and for electronic environments.

Source: Author's Abstract

By Eric Dean Rasmussen, 28 September, 2011
Language
Year
Publisher
License
All Rights reserved
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Abstract (in English)

An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

(Source: Eric Dean Rasmussen)

Pull Quotes

Art games require your attention, require your brain to be consumed by the screen. I imagine that is why I get such dramatic responses. I am asking the audience to inhabit my creations, asking them to play/exist inside a bizarre, messy and at times highly illogical and abstract artscape.

With little or no funding small teams of indie producers are creating brilliant experiences that make corporate productions look like embarrassing advertisements for video cards. Some future historian will write about the games currently being built by these creators and label them as THE important art movement of the 21st century.

If the abstract artist Basquiat, Mario Brother's creator Miyamoto, and writer James Joyce had a child that grew up in an amusement park and was raised by Steampunk robots, that child would be my art-games.

By Eric Dean Rasmussen, 1 September, 2011
Publication Type
Language
Year
Pages
25-36
Journal volume and issue
4.1
License
All Rights reserved
Record Status
Abstract (in English)

Easy manipulation, playfulness, creative and active participation in the progress of society and culture by the development of various (art) projects are essential for the ideal of contemporary culture and society. The aim of the article is to look at the phenomena that play an important role in the field of electronic literature – interaction, materiality, performativity and the dynamics of hic et nunc, playfulness, ludification and the innovative use of platforms. The article follows contemporary trends in the field of electronic literature and simultaneously tries to outline some possible directions that electronic literature could take in the near future. (Source: author's abstract)

Pull Quotes

The tendency of techno-aesthetics towards eventness addresses the experience of the moment. From the point of view of aesthetics, one possible direction for electronic literature might be characterized by attempts at the intensification of the feeling of a moment’s unreproducibility and an attempt to multiply and accelerate the aesthetic experience.

This ‘artiness’ could be described as the perfect cooperation of the significant textual qualities (literariness) and the innovative usage of technological possibilities of medium (such as principles of its ‘launching’, the reader’s interaction with it, its dynamics, multimedial functions and operations, the choice of platforms, presentation space, etc.). In order to fulfil the demand for great cooperation, the technological possibilities of medium need to be chosen to relate specifically to the content, should contribute towards the reader’s aesthetic experience, and should function as the source of meanings and material for the reader’s interpretation.

By Eric Dean Rasmussen, 1 September, 2011
Publication Type
Language
Year
Journal volume and issue
4.1
Record Status
Abstract (in English)

The article addresses topics including creativity as a social ontology, reformulations of the idea of authorship in digital environments, the economics of electronic literature publishing, and the institutional challenges involved in developing academic environments for the teaching of digital writing.
(Source: Author's abstract)