computer game

Description (in English)

Sam Barlow’s 2015 computer game Her Story is barely a game. The interface is an obsolete police database stocked with seven videotaped interviews of a woman accused of a crime, broken up into clips of between ten and ninety seconds. The game is played by typing in words to search through the clips, and the database returns only the first five videos, chronologically, that contain the query. The player pieces together the mystery at the heart of the game in whatever order they choose – the primary cue that the game provides is an initial search term, “MURDER,” – and the game is ‘over’ only when the player decides they have seen enough. As they play, the game’s interface design, along with its thematic focus on liminal and reflective surfaces, incorporates the player into a system of cognitive apparatuses. Critical responses to Sam Barlow’s 2015 video game Her Story were rapturous. The Washington Post called it “the best the medium has to offer;” Rock Paper Shotgun said it “might be the best FMV game ever made;” and in their article proclaiming it the best game of 2015, Polygon’s Colin Campbell wrote “I don't think you will 'read' a better mystery novel this year.” The comparison to a novel is particularly interesting, because the game is in large part shaped by an absent text: the “digitally stenographed” transcript through which the player searches is never directly accessible, and is instead explorable only through the manipulation of video clips whose quality has been artistically degraded through lossy VHS transcoding. The transcript’s absence is compensated for by another text: the “three A4 pages of notes” that Rock Paper Shotgun’s reviewer describes handwriting himself over the course of his playthrough – an experience I shared. This presentation will trace out these two peripheral texts in Her Story – the paper notepad and the inaccessible transcript through which the user searches – alongside an examination of the game’s interface design and thematic concern with mirrors, windows, and other real-life interfaces, to explore how the game imbricates the reader into what N. Katherine Hayles calls a “cognitive assemblage” with itself as database and as text. This experientially unusual mode of ‘reading’ will be compared with traditional works of paper detective fiction, with a focus on how Charles Rzepka’s notion of the “puzzle-element” of the genre constructs a reading subject that is similarly imbricated with their text. I will explore the modes of subjectivity that both digital and virtual styles of ‘reading’ engender, with a particular focus on how the peripheral texts and the interface of Her Story blur the division between the player and the character - pictured only as a ghostly silhouette in the virtually simulated glare of a CRT monitor - as whom they play. Rather than recapitulating the argument that IF provides deeper immersion than traditional fiction, however, this presentation will explore how both media immerse their readers into a system of cognitive technologies, and what kind of consciousness that system might have.

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Description (in English)

In Howling Dogs, Porpentine presents us with a bleak picture of existence. The player character lives in a cell-like environment. The only escape on offer is a virtual reality system that places the player in variety of dark fantasy environments. As Porpentine writes, the system offers “false catharsis in the form of these victories–but at the end of the day you’re still in the black room” (Heartscape and Short, 2012). Porpentine weaves the biological, the mundane, and the drudgery of ordinary life into the surreal unfolding of her often-painful hypertext fantasia. When there is a bed it is there for you to sleep in. In Howling Dogs, you need to eat by getting a nutrition bar that varies only slightly in its flavor in successive meals, and you need to drink before each session with your virtual reality device. Porpentine describes the work as a metaphor for a situation of many living as “refugees in their own country,” destitute and “less and less capable of caring about yourself,” able to afford only the bare minimum: “Terrible food and some kind of glowing screen, and when you look away from the screen, you’re still in the same place.” 

The fantasies offered by the VR system are hardly escapist in the sense that they focus on painful episodes and uneasy subject positions. In one of the VR episodes, the player character is enlisted to strangle an abusive partner. In another she is cast into the role of Joan of Arc in the last moments before she is burned alive. Porpentine’s prose is taut, sharp, precise, and visceral. She uses the second person in a similar way to most interactive fiction, but in Porpentine’s stories, the “you” often sees the world from a precarious position, as some kind of moral or physical violence often lurks on the immanent horizon. When violence takes place, it is not the easily dismissed cartoon carnage of video games. In one scene in Howling Dogs, the player character is described as “sopping with blood, shouting, bellowing, ramming your weapon through rib cages, twisting, shredding hearts into flimsy strips that hang from chest-holes like tinsel wigs.” The text of the link that follows is “You bring back a couple fingers for your bone-sparrow to nibble on.” It is not enough to simply describe the player character vanquishing an opponent: the player participates instead in killing as psychosis, playing a murderer who not only throws herself into surreal acts of butchery, but also collects flesh trophies to bring back as snacks for her creepy familiar. 

(Source: Scott Rettberg, Electronic Literature)

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Screenshot from Howling Dogs
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Description (in English)

In Their Angelic Understanding (2013) the player character lives in fear as the enemy of angels, whose visitations are not heavenly but tortuous violations. She has been scarred and wounded by an angel, and no one came to her aid. She is unconsoled, deeply conflicted, feeling somehow complicit in her own violation: “… I finally woke up, stupid stupid stupid, no one will save you, no one cares./ No one cares when an angel touches you. / I realized what I had to do./ I had to sacrifice my desire to be thought of as a good person.” She lights off on a surreal journey to confront those who have hurt her. At one point she has to clean the streets of amputated hands that fall ceaselessly from the sky, covering every surface. She has to play a cruel game of endurance in which she and her opponent must clutch red vampire tiles that cut their flesh and suck blood from their hands. The writing is suffused with a sense of displacement that seems related to a sense of being born in the wrong body, such as “i keep my hands in my lap where i can see them/ and the other moms will never know/ how much I want to rip their wombs out/ and fix my big horrible problem.”

(Source: Electronic Literature by Scott Rettberg)

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Screenshot fro Their Angelic Understanding
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Description (in English)

One of the first works of interactive fiction made by a female designer, La femme qui ne supportait pas les ordinateurs is an examination of sexual harassments in cyberculture. The game, written by Chine Lanzmann and coded by Jean-Louis Le Breton, allows the player to impersonate a woman who has to face numerous seducers. Interestingly, one of the sexual predators is a computer. The game is stylized upon a chat on Minitel, where the player is asked several questions. She can type only two answers: "yes" or "no", which influence the outcome of the game. However, the more the player becomes involved in the simulated chat, the lesser the chance to avoid one of the six endings, all of them negative.

Description (in original language)

L'une des premières œuvres de fiction interactive réalisée par une créatrice, La femme qui ne supportait pas les ordinateurs, est un examen des harcèlements sexuels dans la cyberculture. Le jeu, écrit par Chine Lanzmann et codé par Jean-Louis Le Breton, permet au joueur de se faire passer pour une femme qui doit faire face à de nombreux séducteurs. Fait intéressant, l'un des prédateurs sexuels est un ordinateur. Le jeu est stylisé sur un chat sur Minitel, où plusieurs questions sont posées au joueur. Elle ne peut taper que deux réponses : "oui" ou "non", qui influencent le résultat du jeu. Cependant, plus le joueur s'implique dans le chat simulé, moins il a de chances d'éviter l'une des six fins, toutes négatives.

Description in original language
Pull Quotes

Dites-moi quel est votre charmant prénom...

Plus romantique que Chipette, vous mourrez sur le champ ! (et moi aussi !!!!!)

Oui. Oui. Hé hé hé. Oui. Hé hé. Oui.

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A picture of a woman aiming at the computer with a gun. In the background, there is a man with a disquette..
Technical notes

Original work was created for Apple II computers.

Contributors note

Written by: Chine Lanzmann

Programmed by: Jean-Louis Le Breton

By Jim Andrews, 9 March, 2015
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Abstract (in English)

One of several essays Jim Andrews wrote to accompany his shoot-em-up poetry game Arteroids.

Description in original language
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Arteroids is about cracking language open.

The future and the present are involved in the emergence of new media language that multiplies the symbols of writing, and changes writing from dealing with solely typographical material to multimedia composition and cognizing.

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This poetic Internet artwork makes a visceral connection between the documentation of frags in Counter-Strike multiplayer servers and the military actions documented in the Wikileaks Afghan War Diary database. As it connects the fake videogame death to military actions that usually resulted in the loss of one or many real human lives, it performs Google Earth searches to display the location of these actions. By presenting three events and locations at a time, it allows for the visuals to load and creates a time buffer to allow us to focus our attention on a particular location for longer than the few seconds between frags allow. And since we are unable to control anything in this piece, except the choice of server at the beginning, we become powerless spectators of violence made abstract through terse language and eerie landscapes devoid of human beings. (Source: Leonardo Flores, I ♥ E-Poetry)

I ♥ E-Poetry entry
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By Jill Walker Rettberg, 7 January, 2013
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One of the most controversial computer games in recent years has been "Grand Theft Auto: San Andreas" (Rockstar Games 2004). Much of the controversy surrounding the game (including the disparaging critiques of the likes of Senator Hillary Rodham Clinton) centered around the relationship between the game's simulation of violence, sex, and racial stereotypes and the potential for this game interface to affect the real-world actions of its players. Though "Grand Theft Auto: San Andreas" is often considered to simply be a gang-violence simulator, this paper will argue that the relationship between the digital interface and the potentially-affected material space can be altered in such a way as to create a sense of distanciation. Drawing from Bertolt Brecht's theory of the Alienation Effect (which is echoed in Bolter and Grusin's theory of the hypermediated interface), I will demonstrate how the customization possible in "Grand Theft Auto: San Andreas" provides a framework for distanciation and socio-political critique essential to Brecht's theory. The potential break from gang-violence simulation ("Grand Theft Auto's" default mode) is found in the ability to alter the avatar of the protagonist, CJ. By creating an avatar that glaringly juxtaposes the gang life surrounding him, the avatar alienates players from a sense of immersion in the simulation. The success of this juxtaposition is highly dependent on the relationship of the avatar of CJ and the game narrative he engages. As the customized CJ (who can more closely resemble the Shakespearean clown than a violent gang member) continues to engage the narrative, the story begins to emerge as a social satire and absurd exaggeration of the generic stereotypes the game supposedly advocates.

Creative Works referenced
By Patricia Tomaszek, 14 February, 2012
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9783499556968
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302
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All Rights reserved
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Approved by librarian
Description in original language
Abstract (in original language)

Untersucht werden die gesellschaftlichen und ästhetischen Auswirkungen kultureller Phänomene digitaler Medien. Den Schwerpunkt bilden ausführliche Fallstudien künstlerischer und kultureller Phänomene wie Newsgroups, Computergames, Weblogs, interaktive Installationen oder Online-Kunst, die jeweils in einen größeren intermedialen Zusammenhang gestellt werden.

Creative Works referenced
By Jill Walker Rettberg, 14 February, 2011
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University
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9789185178384
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424
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Approved by librarian
Abstract (in English)

This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of "hyperworks" refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e. game studies), sociology of literature, textual criticism, media theory, and new media studies. This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e., game studies), sociology of literature, textual criticism, media theory, and new media studies. The first article examines narrative technique and aspects of ergodicity in the digital hyperwork afternoon, a story (1997) by Michael Joyce. The main focus is on an analysis of the work’s structural organization and narrative technique. The second article proposes a theoretical framework for the analysis of texts and works in different media, especially focusing on the media structure (i.e. linking, navigation, storage, presentation, etc.) The third article analyzes and describes the ludolization, i.e., transposition into game form, of J. K. Rowling’s novel Harry Potter and the Philosopher’s Stone (1997). The study is a comparative analysis of the PC version of the computer game Harry Potter and the Philosopher’s Stone (2001) and the original novel, and discusses the media structure and the narrative/ludic structure of the two works. The concepts of ergodicity, cybertext, and content space are especially central to the study. Among the new concepts introduced are omnidiscourse, omnistory, performed discourse, performed story, lateral structure, hyperliterary competence, core ludic sequence, and performed ludic sequence. Also, a method for the analysis and description of links, i.e. a linkology, is presented along with new terms such as linkarium, ancoral text, adlink, and exlink.