ergodic literature

By Scott Rettberg, 13 December, 2012
Publication Type
Year
ISBN
978-951-39-3653-2
Pages
395
Record Status
Abstract (in English)

The dissertation’s main point of departure is the clash between explicit and implicit presuppositions, conceptualisations and generalisations in print-oriented literary theoretical paradigms and a plenitude of empirically verifiable anomalies and counter-examples to them found in digital and ergodic works of literature. The behaviour of these counter-examples is explained by cybertext theory that addresses the often neglected issue of the variety of literary media. Both the empirical counter-examples and the empirically verifiable differences in the behaviour of literary media allow us to expand and modify literary theories to suit not just one traditionally privileged media position but all of them. Therefore, in the first half of the dissertation, literary theory and narratology are viewed and modified from the perspective of slightly revised cybertext theory. In this process theories of ergodic and non-ergodic literature are integrated more closely and several so far non-theorized ways of manipulating narrative time, regulating narrative information, and generating narrative instances are located and theorized. In the second half of the dissertation, the role of cybertext theory and the position of ergodic literature are reversed as they are viewed from the perspectives provided by ludology and game ontology. This is necessary to better situate ergodic literature in the continuum of other ergodic phenomena and between interpretative and dominantly configurative practices. To this end a provisional and formal paradigm of ludology is first constructed and synthesized from previous ludological research and then applied to newer forms and genres of ergodic literature such as textual instruments.

(Source: University of Jyväskylä)

Critical Writing referenced
By Scott Rettberg, 13 December, 2012
Publication Type
Language
Year
University
Pages
xv, 425
License
All Rights reserved
Record Status
Abstract (in English)

Most studies of digital media focus on elements familiar from traditional media. For example, studies of digital literature generally focus on surface text and audience experience. Interaction is considered only from the audience's perspective. This study argues that such approaches fail to interpret the element that defines digital media -- computational processes. An alternative is proposed here, focused on interpreting the internal operations of works. It is hoped that this will become a complement to (rather than replacement for) previous approaches. The examples considered include both processes developed as general practices and those of specific works. A detailed survey of story generation begins with James Meehan's Tale-Spin, interpreted through "possible worlds" theories of fiction (especially as employed by digital media theorists such as Marie-Laure Ryan). Previous interpretations missed important elements of Tale-Spin's fiction that are not visible in its output. Other story generation systems discussed include Minstrel, Universe, Brutus, and Terminal Time.These reveal the inevitably authored nature of simulations of human behavior. Further, the persistently anthropomorphizing approach to computational processes present in traditional artificial intelligence (and many critiques) is contrasted with authorship. Also discussed is Christopher Strachey's love letter generator for the Manchester Mark I -- likely the first work of digital literature, and arguably the first digital art of any kind. As with Tale-Spin, an interpretation of its processes offers more than output-focused approaches. In addition, this study considers works with algorithmic processes carried out by authors and audiences (rather than within the works) created by Raymond Queneau, Tristan Tzara, and Claude Shannon. Prior theoretical concepts are engaged, including Espen Aarseth's "cybertext," Michael Mateas's "expressive AI," and Chris Crawford's "process intensity." A set of concepts and vocabulary are proposed, beginning with the simple distinction between "surface," "data," and "process." Further chapters introduce the terms "implemented processes," "abstract processes," and "works of process." The most unfamiliar new term, "operational logics," names behavioral elements of systems that can be as elemental as gravity or as high-level as a quest structure. The computer game Fableembodies the strengths and weaknesses of using the same logics to drive graphical and linguistic behavior.

(Source: LABS: Leonardon ABstract Service)

Critical Writing referenced
By Stig Andreassen, 2 September, 2012
Publication Type
Language
Year
License
All Rights reserved
Record Status
Abstract (in English)

This article presents a critical review (not a rejection) of the concept of “ergodic literature”when applied to computer and video games. Therefore it goes back to some ofthe sources Espen Aarseth triggered when he appropriated the term from physics in1997 for the subject of cybertext and explains the necessary consequences of the term“ergodicity” for literature and games when it is not merely used metaphorically. A morecautious use of terms and concepts from other disciplines is suggested, especially as theterm “ergodic” in physics has a different but relevant meaning in the context of thesegames. The article tries to mediate between some of the general anthropological claimsof cybertext theory/game studies and the understanding of “ergodic systems” in thermodynamics and statistical physics. The problems that result from this mediation can beseen as symptomatic for the challenges of game studies in the more general mediationbetween different perspectives on games.

(Source: Author's abstract)

By Luciana Gattass, 8 May, 2012
Publication Type
Language
Year
Pages
192
License
All Rights reserved
Record Status
Abstract (in English)

The emergence of a new phenomenon – digital literature – within the field ofliterary studies calls for the reorganization and creation of new theoretical andanalytical repertoires. As models of communication change, so doreception and production processes accompanying these changes. Within thesealtered scenarios, the dissertation Digital Literature: Theoretical and AestheticReflections is a response to the aesthetic and theoretical challenges brought on bycomputer-based literature. As a methodological strategy, the dissertation articulatesrecent trends in the theory of digital aesthetics – remediation (BOLTER),eventilization (HAYLES), correlations of performativity, intermediality andinteractivity with meaning-driven analysis (SIMANOWSKI), Medienumbrüche(GENDOLLA & SCHÄFER) – with theories of production of presence(GUMBRECHT), autopoietic communicative models (LUHMANN) and closereadingsof digital works. By scripting a dialogue with key theorists from printliterary theory as well as new media theorists and artists in the burgeoning field,the thesis offers conceptual and theoretical contributions to the formulation of apoetics of new media.

Description in original language
Pull Quotes

As it was clear in Text Rain, highly complex digital objects will often demand and benefit from both hermeneutical and non-hermeneutical “readings”. Despite their lexical natures – and the interpretative responses elicited by them – their physical apprehension generates material effects of presence, which are not to be ignored. Borrowing from theorist Andrew Darley’s terminology, Roberto Simanowski speaks of a shift in spectatorship modalities, from readers concerned with conceptual and symbolic attributions to spectators veered towards corporeal stimulation (SIMANOWSKI, 2011). Always a believer in de-paradoxifying attitudes, I will claim the following: (a) In digital installations, the effects of physicality encompass an increasing sense of self-awareness on the interactor’s part, a surrendering to a state of relaxation akin to the focused serenity of waiting for a revelation Gumbrecht ascribes to Gelassenheit (GUMBRECHT, 2004). (b) Profiting from this sensory and cognitive oscillation, mixed reality digital installations subvert hermeneutic order even more drastically than non-digital installations would, for in the latter the matter/immaterial modulation is not manifest. Moreover, (c) I suspect that this increased awareness of corporeality and embodiment has not emerged of its own accord. It is not a spontaneous happenstance, but rather represents a cultural tendency that has gained currency as an aesthetic trend because it fulfills certain pre-cognitive needs not fully addressed by the hermeneutical/metaphysical paradigm. It is no wonder that this reactive sensory/affective technological turn has led several authors and researchers of new media to speak of biometric sensors, cortex-encased protoplasts, cyborg bodies and prototyping platforms, promoting a shift away from visual interfaces to proprioceptive interfaces.

Critical Writing referenced
By Raine Koskimaa, 28 March, 2011
Publication Type
Language
Year
ISBN
951–39–0905–0
Journal volume and issue
1:2000
ISSN
1457–6899
Record Status
Abstract (in English)

The first volume of the Cybertext Yearbook.

Note: All articles published in the Cybertext Yearbook series are now also published on the Cybertext Yearbook Database.

Abstract (in original language)

The Cybertext Yearbook -julkaisusarjan ensimmäinen numero.

Description (in English)

The Diary of an Absence aims to be an example of intimate personal writing through something which has been put into words but which perhaps should have remained unsaid. Arranged in the form of a diary, this narrative follows the paths of absence by delving into the pain that is caused by desire, a desire that is reflected in this particular box of raptures in the face of a separation from the loved one. To the idea of introspection arising from the exercise of spiritual reflection and the flood of torn feelings that this brings, there appears the idea of the house as a cloister, which is the scenario in which the tale in our hypertext exercise has been set. A closed space, with rooms to walk through, just as we travel different routes when we go deeper into the intimate truth of the suffering narrator. The apparently illogical ups and downs of the narrator’s thoughts are metaphorically translated into the maze where the reader gets lost, this reader who has come in search of words that will lead towards the interior that tells a story of love, of the loss of love, of passion and of impossibility. The Diary is an eminently textual product, situated in a determinate visual and musical dimension, which offers the reader a pilgrimage, a journey to be undertaken.

(Source: Laura Borras: "Growing up digital: the emergence of e-lit communities in Spain. The case of Catalonia 'and the rest is literature'.")

Contributors note

Cristina Llorens and Angustias Bertomeus were the programmer and designer that implemented the project idea and the text by Laura Borrás

By Raine Koskimaa, 28 March, 2011
Publication Type
Language
Year
Record Status
Abstract (in English)

The Cybertext Yearbook publication series started in 2000. Since 2003 the volumes have mainly been theme based. The main editors are Markku Eskelinen and Raine Koskimaa. There are also guest editors for theme issues. Despite the name, the volumes don't necessarily appear annually.

Abstract (in original language)

The Cybertext Yearbook -julkaisusarja käynnistyi vuonna 2000. Vuodesta 2003 lähtien yksittäiset numerot ovat keskittyneet tiettyyn teemaan. Päätoimittajina toimivat Markku Eskelinen ja Raine Koskimaa. Teemanumeroilla on usein myös vieraileva toimittaja. Nimestään huolimatta julkaisuja ei välttämättä ilmesty vuosittain.

By Jill Walker Rettberg, 14 February, 2011
Author
Publication Type
Language
Year
University
Series
ISBN
9789185178384
Pages
424
Record Status
Librarian status
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.