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By Torkjell Fosse, 17 September, 2020
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Journal volume and issue
15.5
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Abstract (in English)

In their article "Electronic Literature and the Effects of Cyberspace on the Body" Maya Zalbidea and Xiana Sotelo discuss how new technologies are facilitating the emancipation of subjugat- ed subjects aimed at transforming unequal social relations through an intersectional and performative approach. This perspective is discussed through the exploration of the so-called intersectional ap- proach described by Berger and Guidroz, Haraway's situated knowledges, and Butler's performative agency based on transgressions. Framed within the posthuman, post-biological deconstruction of so- cial and cultural hierarchies, Zalbidea and Sotelo argue for the value of a conjuncture between post- colonial post-modern/post-structuralist literature and the field of feminist cultural studies. Based on previous theories of gender and bodies in cyberspace, Zalbidea and Sotelo develop ideas about bodies, gender, and anxieties, and how these theories may be illustrated metaphorically in electronic literature and new media art works.

DOI
10.7771/1481-4374.2489
Creative Works referenced
By Martin Li, 16 September, 2020
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Abstract (in English)

This thesis explores a niche field of Computer Science called Interactive Fiction, a field that utilizes the conventions of a regular story to offer multiple variations on how the story plays out. Our goal is to explore the possibility of developing a game that can generate a story file during game play that not only reads like a short story but reflects the events that transpire during a given game play. During development, we have determined that keeping track of various "states", we can simulate a narrative based on actions that transpire in the game.

We developed the game using a language called Inform 7. Inform 7 is a language developed for Interactive Fiction. It contains classes with functionality similar to real-life objects from a narrative stand-point and provides a system of rules that can be edited to simulate real-life actions and events. The language also bases its syntax on English and is thus easy to read and understand.

By Mads Bratten Myking, 16 September, 2020
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Year
ISBN
9780355131376
Pages
445
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Abstract (in English)

Stories in released games are still based largely on static and predetermined structures, despite decades of academic work to make them more dynamic. Making game narratives more playable is an important step in the evolution of games and playable media as culturally relevant art forms. In the same way interactive systems help students learn about complicated subjects like physics in a more intuitive and immediate way than static texts, more dynamic interactive stories open up new ways of understanding people and situations. Such dreams remain mostly unrealized in released and playable games.

In this dissertation I will describe a number of design and technical solutions to the problem of creating more expressive and dynamic storygames, informed by a practice-based approach to game production. I will first define a framework for the analysis of games, including especially the terms storygame (a playable system with units of narrative where the understanding of the interconnectedness between story and system is crucial) and the notion of narrative logics (the set of processes that define how player input affects the next unit of story presented by the system). I will exercise this framework on an existing and well-known storygame genre, the adventure game, and use it to make a number of claims about the mechanics and dynamics of narratives in this genre that are borne out by an analysis of how contemporary games adopting some of its aesthetics succeed and fail. I will then describe three emerging storygame modes that are still in the process of being defined, developing a critical framework for each informed by close readings and historical analysis, and considering what design and technical innovations are required to fully realize the new mode's potential. These three modes I discuss are sculptural fiction (which shifts the focus from navigating to building a structure of narrative nodes), social simulation (games that explore the possibility space created by a set of simulated characters and rules for social interaction), and collaborative storygames (in which the lexia are generated at least in part by the participants during play). Each theoretical chapter is paired with a case study of one or several fully completed and released games I have created or co-created in that mode, to see how these design ideas were realized and technical advancements implemented in practice. I will conclude each section with applied advice for game makers hoping to work in these new spaces, and new technological developments that will help storygames continue to evolve and prosper

By Jill Walker Rettberg, 16 September, 2020
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Year
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Pages
65-92
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Abstract (in English)

A chapter about a web site Stefans hosted, Circulars, which "was founded on January 30, 2003, to provide a focal point for poets’ and artists’ activities and reflections on the impending inva- sion of Iraq along with the politics of the media and civil liberties issues." (quote from first sentence of chapter).

Creative Works referenced
By Jill Walker Rettberg, 15 September, 2020
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Abstract (in English)

In searching for literary models for digital writing, current scholarship will often suggest James Joyce, yet pioneering writers working directly indigital forms looked repeatedly instead to British Romantic authors. This dissertation examines the early history of electronic literature, showing the significance of a Romantic tradition with which a selection of digital authors self-consciously identified themselves and their goals. Electronic literature is an emerging genre of literary works which are designed to be read on a computer, and by focusing on the pre-Web 2.0 era, my project looks specifically to the largely text-based sub-genres of interactive fiction and hypertext fiction, non-linear works which respectively enable progression through text inputs from users or clicking hyperlinks. Though many major scholars of digital humanities are Romanticists by training, the critical history of electronic literature focuses heavily on the genre’s modernist and postmodernist contexts. Expanding our set of media histories, my dissertation offers a new genealogy of electronic writing. An early work of interactive fiction, for instance, A Mind Forever Voyaging, draws specifically on William Wordsworth’s autobiographical epic poem The Prelude in its vision of datascapes, the value of the imagination inforesight, and the role of a witnessing subject in recording social changes. A few years later, in developing the first work of hypertext fiction, Michael Joyce is thinking explicitly of Goethe, Keats, Byron, and Mary Shelley in envisioning what this new medium could become. The influence of Mary Shelley in particular on hypertext is established already through Shelley Jackson’s Patchwork Girl, one of the most widely analyzed works of hypertext, a story of Shelley piecing back together the female creature from Frankenstein herself. Even here, though, the Romantic influence has not yet been analyzed in-depth, nor has it been shown how this point of influence extends further through all three of Jackson’s hypertext projects. In writing on online interactive fictions, Indra Sinha traced the lineage of online explorers back to Coleridge and De Quincey. These writers saw the Romantic imagination as central to their practice, and by mapping out these influences, I open new possibilities in our understanding of this medium.

Creative Works referenced
By Hannah Ackermans, 10 September, 2020
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Year
License
CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

Via close readings of Eugenio Tisselli's degenerative and regenerative, ¨paired works that become progressively less comprehensible the more users interact with them," we are able to grasp the ecological costs of the time we spend online. And we can begin to recognize, with Justin Berner, a concern with permanence and ephemerality in the digital sphere that is not unique to the work of Tisselli. It is, rather, a common thematic concern throughout the history of electronic literature. The term that Berner advances for this literary countertext to the instrumentalism of the Digital Humanitiers, is digital posthumanism.

Platform referenced
DOI
10.7273/kbfc-4145
Creative Works referenced
Tags
Description (in English)

Don't Touch Me! (2019) makes the bullying dilemma of social media immediate and immediately perceptible, as the user harasses the avatar with every movement and triggers an emotional uneasiness that cannot be avoided. Like the analogue, the digital is ultimately about control, and thus the AI gets quickly annoyed and consequently commits suicide and thus becomes a will-less plaything. And with this a new avatar and serf for your enjoyment is born.

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pleasedonttouchme_website_artgame
By Hannah Ackermans, 7 September, 2020
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License
CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

Engagement with public databases has become a leading way for scholars, artists, and readers alike to encounter works of electronic literature as well as get an overview of the field. Although acknowledged as an important and difficult process, database construction is, in practice, too often underestimated as merely a preparatory task in Digital Humanities. Through the conception of database criticism, I provide a critical apparatus to approach databases in terms of qualitative and aesthetic characteristics.

Considering public databases as media texts, I take a digital hermeneutic approach to the reading strategies involved in engaging with databases. What follows is the presence of databases as cultural artifacts that are themselves studied in humanities and social science frameworks. It is in the interest of both the quality and esteem of the databases to develop ways to study and evaluate them parallel to academic reviews of monographs and edited collections.

I offer a media-specific framework of four core vectors for database criticism: data and scope, experience, aesthetics, and labor. Building on Critical Data Studies, database criticism needs to identify the means and objectives of the database and thing along with those in reviewing the data. But a database is so much more than its data. A good database incites the pleasure of anticipation and this is determined by both the user and browsing experience. This is linked to the aesthetics of the database, which includes the accessibility of the database at its core. Finally, the explicit evaluation of labor addresses which value is placed on various tasks of developing and maintaining an academic database.

My call for database criticism opens up ways to revalue the databases as dissemination of research and provide the opportunity to highlight all elements that we wish to be part of the field going forward.

Pull Quotes

Literary studies have a long history of developing theories and methodologies around reading and understanding texts, but how can we make use of this research when reading databases?

Electronic literature databases are in the fortunate position to be both digital and public humanities projects and as such, the field has the opportunity and the responsibility to scrutinize the academic and cultural objects that the databases are.

Database criticism takes into account at least these core vectors: data and scope, browsing experience, aesthetics, and representation of labor.

DOI
10.7273/97p6-pt89
Creative Works referenced