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By Eric Dean Rasmussen, 28 September, 2011
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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, 31 August, 2011
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465-502
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

Note: Tabbi's essay was posted on July 22, 2009, on the online forum On the Human, hosted by the National Humanities Center where it generated 35 additional posts. It was reprinted, along edited versions of these responses, in Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres (Transcript, 2010). These responses are archived separtedly in the ELMCIP Knowledge Base As "Responses to 'On Reading 300 Works of Electronic Literature: Preliminary Reflections.'"

Pull Quotes

[T]he often-noted "obsolescence" of works published in perpetually "new" media is an institutional and cognitive problem as much as a technological challenge.

Whatever transformations the Humanities undergo in new media, a condition for the field's possibility has to be the ability to re-read, and the freedom to cite, the work of peers and precursors.

An evolving glossary of electronic literary terms... has to be applied to works consistently and with an awareness of tag clouds forming throughout the Internet... Moreover, the terms will have to change as the kind of work produced in electronic environments change, and these changes can be tracked.

What scholars can then construct is not so much a universal set of categories defining 'electronic literature,' 'net literature,' or 'digital or online literature,' but rather a practice capable of producing a poetics.

What I'm reading, for the most part, doesn't often differentiate between between 'critical' and 'creative' writing; the most prolific e-lit authors are also programmers and designers who seem to be as comfortable conversing with scientists and technologists as with other writers.

By Eric Dean Rasmussen, 19 August, 2011
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My contention that e-literature has been gradually sidelined by the rise of the internet as a mass medium proves controversial. A straw poll of some of the movers and shakers on the digital writing scene indicates that a huge majority believes e-lit has a higher profile today than it did 10 years ago.

Since its inception, e-lit has been struggling to free itself from its generic limitations and now seems to be on the verge of doing so

Technology - the very stuff e-lit is made of - has also turned out to be its Achilles heel.

By Patricia Tomaszek, 24 July, 2011
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Abstract (in English)

The first in a series of columns about electronic literature and digital literary art written by Brian Kim Stefans for the SFMOMA's Open Space blog.  Here, Stefans explains the premise behind his column: each installment describes what he dubs one of the "simples" of digital literature, that is, "some element in the deep structure of the text/alogrithm interaction" that the author deploys to produce aesthetic effects. In digital literature, Stefans proposes, these formal elements are akin to poetic features, such as assonance, alliteration, and rhyme, that can be identified as a poem's basic components. Critical terminology provides readers and critics a tool for describing how a work of literature functions, and Stefans' "simples" are intended to enable readers to not only identify techniques used to produce digital literary art but also to better understand how authors deploy these poetic effects meaningfully.

 

(Source: Eric Dean Rasmussen)

Pull Quotes

The usefulness of these simples is that I can use one or two of them to describe relatively simple works of digital literature — the word-movies of YHCHI I link to above — or use a bunch of them to describe something more technologically complex, such as the magisterial work by David Clark called “88 Constellations for Wittgenstein (to be played with the left hand),” which has moments of text animation like in YHCHI along with other features that require a different simple to describe

Ironically, more theory about hypertext was produced in the days before the web, when one had to work one’s way back to the one computer in the computer science department reserved for creative efforts... than now, when hypertext is a way of life.