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Daniel Merlin Goodbrey’s Icarus Needs is part of a series of works in which Goodbrey draws on the dual aesthetics of comics and classic video games. Built in Flash, the piece is strongly visual and provides a world of panels to explore. The player moves Icarus through the panels using standard keyboard controls, encountering dream-like objects (such as an oversized telephone) and hitting many dead ends and simple item-based puzzles that block progression out of the dream. The game as dream metaphor is explored fully (as one fragment of text warns, “Don’t fall asleep playing video games”) and creates a compelling world of flat 2D visuals in different monochromatic palettes. Icarus Needs is a hypercomic adventure game staring everyone's favourite mentally unhinged cartoonist, Icarus Creeps. (Source: ELC 3)

The goal of the game is to find his girlfriend, save her and escape the game. He need's to complete different tasks to do so. The tasks are puzzles that Icarus needs to solve, and when a mission is given is either by Icarus himself or another character. He communicates trough talking bubbles. 

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Everyone at this party is Dead/Cardamom of the Dead is one of the first lyric literary works for Oculus Rift. It is a complete but expanding work (Cardamom of the Dead is the larger suite of stories) containing about 30 small narrative worlds, explored in a sandbox. You enter the piece standing at the edge of a island and in the middle of a soundscape of a party taking place, with guests being named: these were the guests of my 21st birthday and they are now all dead. What follows is a fictionalized narrative, at times semi-autobiographical, at other times entirely made-up. You are urged to explore houses and stones and artefacts spread across the terrain of the island at skewed scales - like a dreamscape. Addressable objects are signalled by tear-shaped signposting and will propel you into a different environments in order to access and bring to light three longer narratives of the dead woven through the work: 1) a story of a sudden illness and a meditation on euthanasia and family stories on this theme; 2) a coming-of-age story of sex relating to a murder; and 3) a meta-theme of collecting - objects, memories, digital artefacts - as a consoling practice: most of the images and soundscapes here are from my family archives. (Source: http://collection.eliterature.org/3/work.html?work=everyone-at-this-par…)

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John, a single father and computer engineer, inherits a collection of arcane objects from Mo, his mysterious Aunt. Over time, the engineer and his daughter Charlotte begin to realise that the objects have unusual physical properties – and that the more they are exposed to them, the more their realities and memories appear to change.

“All the Delicate Duplicates traverses time and alt-realities via a layered character driven narrative world.” – Dr Andrew Burrell

"I could lose myself in this for hours. This feels so new, unlike anything I’ve ever seen." – Beta Tester at the 2016 Game City Festival.

“Played one of the most cerebral walking sims I've experienced yet.” – Michael Nam

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News Wheel, 2016 is an iOS app that explores the poetics of ever changing news headlines. It begins as a static disk divided into nine sections each representing a different news source. Tapping anywhere on the screen causes the wheel to spin. Another tap stops the wheel and suddenly a headline in one of nine pre-selected colors appears on the screen. This playful interface invites users to start and stop the wheel eventually filling the screen with a collage of current headlines. Individual words can be deleted and repositioned so users can create their own poems from this content. In addition, dragging one's finger across the screen creates an animated chain of fragmented and poetic text derived from today's headline news. News Wheel is a creative and poetic way to view, juxtapose and interpret world events. (Source: http://www.jodyzellen.com/newswheeltalk/)

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Time Jitters, 2014 begins with images collected in Without A Trace and uses them as the foundation for a series of animations. It has been presented as single channel projection, as part of an installation and is also an iOS app.

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Alice is nineteen in Episode six. She's at college and working at the gas station on the outskirts of the city, striving to make ends meet. Late in submitting her college work, Alice stumbles from one crisis to another...

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Re:Activism is an analog game with direction provided through SMS and cell phone technology. Players race through neighborhoods to trace the history of riots, protests, and other political episodes in the history of New York City. Teams pit themselves against the clock and test their puzzle-solving skills to locate important sites representing acts of civic engagement and struggles for greater social justice. Activated by text messages from Re:Activism Central, teams reaching target locations respond to site-specific challenges that reinforce the historical content. Players must also activate strategic thinking by choosing to focus on racing or puzzle-solving, or a combination of both, to win points and become the most-active activists to win the game. Re:Activism was initially developed for, and first played during, the Spring 2008 Come Out And Play Festival. It has since been documented online and adapted into a downloadable kit to encourage redesign for use in other cities.

(source: Website PETLab)

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USA-based computer engineer and innovator PJ Sanders returns to his remote family home in the UK following the death of his elderly mother. His agenda: to close the place down and sell it. But not before he employs an experimental device he’s been working on, primed to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood.

(Source: Author)

WALLPAPER is an interactive and immersive piece of digital fiction that has been exhibited in the UK at Bank Street Arts Gallery in Sheffield as a largescale projection and as part of the Being Human Festival of the Humanities 2016 in Virtual Reality. Funded by Arts Council England and the Arts and Humanities Research Council, it forms part of the Reading Digital Fiction research project led by Dr Alice Bell at Sheffield Hallam University. Reading Digital Fiction aims to raise public awareness of and engagement with digital fiction by analysing the way that readers respond, applying empirical methods and cognitive theory. Through its accessible storyline, strong visuals and immersive atmosphere, WALLPAPER has engaged non-academic audiences online, through live events and within gallery settings.

A work of short fiction, it follows the story of PJ Sanders, a USA-based computer engineer and innovator who returns to his remote family home in the UK following the death of his elderly mother. His agenda is to close the house down and sell it. First though, he wants to trial an experimental device he’s been working on to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood. WALLPAPER can be shown on a modern gaming PC, through large-scale digital projection and in Virtual Reality on the Oculus Rift.

To see a short film of its reception in the UK at the Being Human Festival of the Humanities, please visit http://wallpaper.dreaming-methods.com/being-human/ For more information about the work, the storyline, its development, screenshots, in-project footage and downloads, please visit: http://www.dreamingmethods.com/wallpaper http://wallpaper.dreamingmethods.com http://www.readingdigitalfiction.com

(Source: ELO 2017: Book of Abstracts and Catalogs)

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A looping video (c. 20 mins – time could be adjusted) that both explores the world of “Monoclonal Microphone” and also reveals certain processes from its open-ended manufacture/generation. The video zooms in and out of a large field of generated poems; shows the underlying program running (generating verses and searching for them with internet search); and provides some expository captioning for the project. More information can be found at http://programmatology.shadoof.net/index.php?p=works/monoclonal/monoclo… (Source: ELO 2015 Conference Catalog)

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It is a creative book app composed of words, images, and animations that—in addition to some ambitious poetic prose—offer a great reading adventure that can be controlled by the “rolling of the dice”. (source: ELO 2015 Catalog)

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