“Sometimes I am ...” is an interactive text/audio poetic that explores how language shapes our identity, how it can bring us together, and how it can set us on the periphery. How language and can make people and events visible and not visible. It asks the viewer/reader to consider both “What is invisible?” and “Who is invisible?”A beta version of “Sometimes I am …” was built in the summer of 2019 and was presented at the Media Festival and Conference of Electronic Literature in Cork, Ireland. The beta version can be viewed at http://bit.ly/iamyouare. The work was conceived of by Leanne Johnson (leannej) in collaboration with artist My Name Is Scot (audio) and Kevin MacMillan (developer).
Published on the Web (individual site)
CO2GLE is a real-time, net-based installation that displays the amount of CO2 emitted on each second thanks to the global visits to Google.com.

This is a true story of two refugees escaping from Syria, through the story you get questions where you have to make up what your choice would be in the set situation. It shows the desperate choices refugees have to make in their escape.


"To my bones" is a dramatic narrative who's purpose is to raise awareness about eating disorders and beauty expectations. Please note that this narrative contains graphic footage that may be offensive to some viewers. All images are produced by the author of the narrative.
(Source: Creators description of work)


This very simple generator randomly presents phrases from a well-known play, ones that were originally structured in a highly regular way. The output can be read silently, but the reader should at least rock back and forth.
"Black Room," is a browser-based, narrative game about falling asleep while on your computer, on the internet. You play as an insomniac on the verge of sleep, moving through shifting states of consciousness. Hallucinatory, pixelated visions of landscapes filled with sprites ripped directly from the arcade/NES/SNES video games of your childhood appear and disappear as you click through fragile internet spaces. Point-n-click mini games are scattered throughout the narrative. Often interrupted, you continually return to the Black Room, a meditation technique your mother taught you for falling asleep, visualizing black flowers in a black vase on a black table in the center of a black room.
This game, conceived as a feminist dungeon crawler, features a majority women cast of video game sprites from the 1970s-current day. This work seeks to bring these characters together to form new narratives: Chun Li reposes elegantly in a desert oasis filled with flamingos; Catwoman languidly cartwheels across the nighttime beaches of Coney Island; Jennifer Simpson, the lead character from Clock Tower, runs endlessly through the brightly pixelated fantasy landscapes of the Oregon Trail. These narratives appear as “Strange Visions,” to the player, induced by shifting stages of wakefulness.
(Source: Creators description of work)

Breathe is a ghost story. It is a ghost story about a young woman, Flo, who likes to talk to ghosts. Or maybe it’s the ghosts who like to talk to her.
Full of psychological suspense and haunting interruptions, Breathe is a story for anyone who wants to know what it’s like to read a personalised book and feel a chill when they see their digital world and their real world combine.
Intimate and uncanny, Breathe will leave you checking over your shoulder and looking at your phone and your room in a way you never have before.
(Source: Taken from the about page)
