Approved record

By Daniel Johanne…, 2 June, 2021
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Abstract (in English)

Larps are a form of analog game in which participants co-create and collectively inhabit diegeses (Montola 2012, cf. Gennette 1980). Larp may also be thought of as a medium, and codic larps are a type of larp platform that use diegetic code (Steele 2016) to represent parts of the story, allowing conflicts about what happens next to be resolved through contests in which diegetic material has been congealed into code and rendered deployable. Codic larps offer a unique opportunity to teach and study code, and the analog nature of codic larp allows advanced engagements like platform modding to happen with fewer layers of technology to navigate than digital code platforms, ostensibly lowering the barrier of entry to coding, while allowing diegetic code to serve as a "boundary object" (Star and Griesemer 1989, Star 2010) through which scholars and professionals from many backgrounds may develop common language to engage in cross-codic critique.Recently, embodied gaming activities including codic larps have come under scrutiny by those who question the power relations inherent in physically embodying one’s own avatar, as well as in rituals surrounding the embodied deployment of diegetic code. In the wake of developing and touring their digital Shakespeare game, Play the Knave, Gina Bloom, Nicholas Toothman, and Evan Buswell have explored the argument that having players physically embody their characters is troubled by the degree to which out-of-game asymmetrical power relations like racisms and sexisms attach themselves to bodies (Bloom et al. 2021), an issue that is part of a phenomenon that I call creep, which is when unwanted out-of-game assemptical power relations creep into the fantasy world you are trying to make with your game. 

Additionally, sociologist Steven Dashiell has criticized meta-coding rituals that often surround algorythmic analog gameplay for reinforcing the power relations that underpine structural forms of sexism and other inequalities (Dashiell 2017, 2018), fueling arguments within larp communities that diegetic code deployment should be removed from games altogether (cf. Fatland et al. 1999).

Pushing back against these anti-embodyment and anti-codic sentiments is the work of other gamemaker-scholars who have engaged larp's embodiment and rituals of code deployment to ostensibly develop interventions into pervasive forms of systemic inequality. Jonaya Kemper's work on emancipatory bleed (Kemper 2017, 2020), Diana J. Leonard's efforts to develop anti-racist scaffolding for codic larp (cf. Leonard 2013, 2018), as well as the work I have done on anti-code (Steele 2016, 2018), and the efforts to develop larp consent mechanics by Johanna Koljonen (Koljonen 2020), Sarah Lynne Bowman (Bowman 2017), and Maury Brown (Brown 2017), demonstrate efforts to not only salvage different facets of the larp medium, but to "fork the code": using the larp medium's unique embodimemt and of code-based play to offer game mechanics and scaffolding as interventions into the creep of systemic racisms and sexisms.

References:

Steele's talk begins at 12:50:

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Description (in English)

Confinement Spaces is an existential visual narrative of living in the United Arab Emirates under lockdown from March-August 2020. The initial days of the lockdown, when work turned to Zoom-time and simple actions like grocery shopping became an exercise in epidemiology, created a mix of anxiety and ennui that led to scanning the environment with an iPhone and 3D scanning software, creating beautiful, glitched dreamlike landscapes. As time passed and restrictions eased, other spaces, like the Cultural Foundation and Louvre Abu Dhabi opened again, and the artist went out to progressively scan the pandemic landscape. Eventually restrictions eased to allow travel to the other Emirates, and sites in Dubai, Sharjah, and the legendary airplane from the movie Lord of War (in Umm al Quwain) were captured as an allegory for the universality of the isolation being experienced in the UAE and around the globe.

The result is a visual narrative of the glitched landscape of the pandemic UAE, six months collapsed into a single experience (following the author's work in Spatial Form), as a series of twelve interactive spaces rendered as pastiches of the 82 scanned spaces made during this time. The project proposed is an initial version created for The Foundry in Dubai, and the ELO version will incproporate deeper narratological structures in text, spoken word and video.

Source: exhibition documentation

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title page and menu of confinement spaces in front of a 3d image of dubai
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a 3d image of a plane
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3d landscape made up of signs and concrete barriers
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3d landscape with Persian rug
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Technical notes

"During this time i had found an app called Display.Land that allowed me to 3Dscan the landscapes i was inhabiting. creating a kind of scrapbook of the confinement."

Source: Description from website

By Hannah Ackermans, 6 April, 2021
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Abstract (in English)

Background

At a recent ELO meeting about options for increasing the accessibility of Deena Larsen’s work "Chronic", Deena mentioned us that the next ELO Virtual salon would be dedicated to the topic of accessibility. Since I am writing an essay about the accessibility of electronic literature, Deena invited me to share my work-in-process at the salon.

Presentation

My essay rewrites and overwrites, with all the political and creative connotations those terms contain, Joseph Tabbi’s essay "Electronic Literature as World Literature, or, the Universality of Writing under Constraint" through the lens of disability. Using three small case studies, I explore the concept of digital accessibility through the concepts of defamiliarization and writing under constraint.

Electronic literature uses defamiliarization to provide a powerful force against mainstream rhetoric surrounding digital media, considering reader engagement and reflection in its success rather than attention counted in time and size of the audience. Using Eugenio Tisselli's The Gate as a case study, I argue that for a work to defamiliarize, its authors need to consider what is familiar to a variety of audiences.

In electronic literature, the practice of writing under constraint is widely accepted as a creative catalyst; through self-imposed textual restraints, we find new meanings and forms. I argue that constraints can become meaningful through  the lens of disability because you have to interrogate your medium by making it more accessible. I use Franci Greyling's Byderhand as an example.

Not every work can be made accessible for everyone, but one must still think through which groups of people are systematically excluded. Through the case study of Lyle Skains' No World 4 Tomorrow, I argue that considering accessibility is key in successfully addressing the intended audience.

Discussion

During the long and engaged discussion that followed, we considered various elements of accessibility, including the overlap and difference between literary constraints and accessibility restraints, the necessity of identifying intended audiences, how to experience works created by disabled authors. More practically, we discussed various approaches that could help us improve the Accessible Bits document, including types of tagging and spider graphs.

Creative Works referenced
By Hannah Ackermans, 6 April, 2021
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Abstract (in English)

E-lit is amazingly interdisciplinary. Every one of us is a citizen of & a practitioner in multiple overlapping worlds of literature, technology, art, theory, history, and not to mention archiving. Join Bill Bly and the rest of the salon in yet another intellectual discourse to explore a life long work and passion with We Descend.  The one thing exploring We Descend requires of its dearReader is *study*: careful reading and re-reading, pondering, patience while the overall story takes shape in the mind, and perseverance, because no single pass through the writings will tell the whole story. Claro, this isn't everybody's idea of a fun thing to do, but We Descend is addressed to those for whom it is. Bill will tell the story from  scribbling with a fountain pen on notebook paper jammed in a clipboard to its lyrical presence now at  https://www.wedescend.net/

Organization referenced
Description (in English)

Coronation is a webcomic created by the Marino family using digital tools and platforms to document our experience of the COVID-19 Pandemic. Since the beginning of the lockdown and the various homestay orders in Los Angeles, we have been creating and publishing one comic per day, five days a week, using a combination of digital tools, specifically filters and graphics applications. Images include photographs from our family albums, screenshots and downloads from Internet-based news sources, as well as original hand-drawn images created using digital tools. As the pandemic continues to sweep the globe, Coronation documents one family’s experience of the ups and downs of the Corona virus and the surrounding times, including the 2020 US Election and its ensuing drama and the Black Lives Matter protests. The comics are profoundly domestic and yet reflective of a global crisis, focusing on intimate family moments, transformed through digital tools into a visual expression of the ongoing homestay during a time of turmoil. As we craft these together, the webcomic has been a way for our family to take this time of chaos and to respond creatively and collaboratively by reflecting on the life in one household. We try to frame our experience with humor, sensitivity, and a medicine that is in quite short supply, hope.Unlike previous pandemics, such as polio, HIV, and the Spanish flu, COVID-19 has emerged at a moment of tremendous digital connectivity. However, the news and social media feeds have created so-called doom scrolling. We have used the digital tools and platforms available to us to rapidly document events, to transform them into comics, and to share them online with a broader world, inviting them into our homestay as we share our climbs and falls, confusion and epiphanies, all born of some unexpected family time.Although our main platforms for distribution are electronic, we have also been producing individual hand-made print versions as well.

(Source: Author's abstract)

a webcomic born during the Coronavirus outbreakand subsequent social isolation of 2020,written by me with my family.

(Author's description)

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Sample page of webcomic
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Sample page of webcomic
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Description (in English)

“Doomscrolling” refers to the ways in which people find themselves regularly—and in some cases, almost involuntarily—scrolling bad news headlines on their phone, often for hours each night in bed when they had meant to be sleeping. Certainly the realities of the pandemic necessitate a level of vigilance for the purposes of personal safety. But doomscrolling isn’t just a natural reaction to the news of the day—it’s the result of a perfect yet evil marriage between a populace stuck online, social media interfaces designed to game and hold our attention, and the realities of an existential global crisis. Yes, it may be hard to look away from bad news in any format, but it’s nearly impossible to avert our eyes when that news is endlessly presented via designed-to-be-addictive social media interfaces that know just what to show us next in order to keep us “engaged.” As an alternative interface, The Endless Doomscroller acts as a lens on our software-enabled collective descent into despair. By distilling the news and social media sites down to their barest most generalized messages and interface conventions, The Endless Doomscroller shows us the mechanism that’s behind our scroll-induced anxiety: interfaces—and corporations—that always want more. More doom (bad news headlines) compels more engagement (via continued liking/sharing/posting) which produces more personal data, thus making possible ever more profit. By stripping away the specifics wrapped up in each headline and minimizing the mechanics behind most interface patterns, The Endless Doomscroller offers up an opportunity for mindfulness about how we’re spending our time online and about who most benefits from our late night scroll sessions. And, if one scrolls as endlessly as the work makes possible, The Endless Doomscroller might even enable a sort of exposure or substitution therapy, a way to escape or replace what these interfaces want from and do to us. In other words, perhaps the only way out of too much doomscrolling is endless doomscrolling.

(Source: Author's description)

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Endless Doomscroller animated gif
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Endless Doomscroller animated gif 2
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Description (in English)

The criminal punishment system in the United States confines over two million people in overcrowded, unsanitary, and unsafe environments where they cannot practice social distancing or use hand sanitizer and are regularly subjected to medical malpractice and neglect. EXPOSED documents the spread of COVID-19, over time, inside these prisons, jails, and detention centers, from the perspective of prisoners, detainees, and their families. Quotes, audio clips, and statistics collected from a comprehensive array of online publications and broadcasts, are assembled into an interactive timeline that, on each day, offers abundant testimony to the risk and trauma that prisoners experience under coronavirus quarantine. On July 8th alone, there are over 100 statements included in the interface — statements made by prisoners afflicted with the virus or enduring anxiety, distress, and severe hardship. Unfortunately, their words are all we have. Since the first reported coronavirus infection in the US, incarcerated people have been subjected to extreme forms of isolation — visits have been suspended, phone privileges restricted, and the use of solitary confinement expanded exponentially. Prisoners are stranded in quarantine without adequate food or medication — abandoned and unseen. EXPOSED reveals the overwhelming scope and scale of this humanitarian crisis. The monochrome, image-less, headline-styled interface, which allows viewers to step through thousands of prisoners’ statements, is designed to visualize their collective suffering, and signal that the injustices they endure are structural.

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The quotes, audio clips and statistics included in EXPOSED are excerpts from a wide array of online publications and broadcasts. All excerpts are linked in the interface to the original source.

(Author's description on project site)

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Exposed screenshot 1
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Exposed screenshot 2
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Exposed screenshot 3
Contributors note

By: Sharon DanielDesign and Programming by: Erik LoyerResearch Assistant: Brian MyersResearch Interns: Alyssa Brouwer, Nailea Castillo, Brandon Castro, Anysia Deak, Srijeeta Islam, Jacinto Salz, Charlotte Schultz

By Scott Rettberg, 8 December, 2020
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Description

Stepworks is a web-based creative sandbox for exploring rhythmic storytelling. Based on the open source Stepwise library, Stepworks allows users to combine XML scripts containing raw text and music content with “stages” that bring them to life as audiovisual compositions users can perform at will. Users can mix and match scripts and stages, and use Google Sheets to create entirely new scripts featuring multiple characters and musical instruments which can be shared via URL.

First name
Mendi
Last name
Obidake
Nationality
Nigeria
Residency

United States

Short biography

Mendi Lewis Obadike is a poet. She was born in Palo Alto, California while her parents were completing graduate work at Stanford. Mendi grew up writing poems, singing in bands and acting in theater as a child. Early on she experimented making songs with cassette overdubs of her Casio keyboard and computer graphics on a Commodore computer. Her mother's research in linguistics and father's stint as the founding director of Black Studies at the University of California at Berkeley sparked her interest in language and culture. Later Mendi studied Latin, became fluent in Spanish and lived and studied in Venezuela and later the Dominican Republic.

Mendi wrote her first play and edited Focus literary journal while living in Atlanta and studying at Spelman College. She graduated with highest honors in English and was awarded a fellowship to pursue a Ph.D. in Literature and Sound Theory at Duke University and joined the Cave Canem Poetry Collective. She is an associate professor in Writing and Media Studies at Pratt Institute.

(Source: https://en.wikipedia.org/wiki/Mendi_&_Keith_Obadike)