flash fiction

By Daniele Giampà, 10 April, 2015
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Abstract (in English)

Alan Bigelow tells in this interview how he started publishing online works of digital poetry around the year 1999 and where his inspirations for his work come from. Furthermore he explains why he chose to change from working with Flash to working with HTML5 and in which way this decision subsequently changed his way of writing. Then he considers the transition from printed books to digital literature from the point of view of the reader also in regards of the aesthetics of digital born literature. In the end he gives his opinion about the status of electronic literature in the academic field.

Description (in English)

In the Website the author comments that once a man or a woman has read aloud the stories published there he or she will have read all the stories in the world. It is interesting because the stories, which are only two lines stories, a sort of Flash fiction, are very familiar to anyone, realistic, humoristic and sometimes dark stories.

Description (in original language)

En la web la autora comenta que una vez que un hombre o una mujer haya leído las historias en alto publicadas en esa web habrá leído todas las historias del mundo. Es interesante porque las historias, que son sólo de dos líneas, son micro relatos, pueden resultar familiares para cualquiera, son realistas, humorísticas y a veces oscuras.

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"[twitte]reality_fictions_09 ]" is a combination of both twitter-based "reality fictions" (today known by the more popular term "flash fictions") and critical observations concerning such works.

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By Alice Bell, 6 May, 2014
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Analyzing Digital Fiction offers a collection of pioneering analyses based on replicable methodological frameworks. It offers analyses of digital works that have so far received little or no analytical attention and profiles replicable methodologies which can be used in the analyses of other digital fictions. Chapters include analyses of hypertext fiction, Flash fiction, Twitter fiction and videogames with approaches taken from narratology, stylistics, semiotics and ludology. Essays propose ways in which digital environments can expand, challenge and test the limits of literary theories which have, until recently, predominantly been based on models and analyses of print texts.

Chapters:

1.Introduction: From Theorizing to Analyzing Digital Fiction Alice Bell, Astrid Ensslin and Hans Kristian Rustad

Section 1: Narratological Approaches

2. Media-Specific Metalepsis in 10:01 Alice Bell

3.Digital Fiction and Worlds of Perspective David Ciccoricco

4. Seeing into the Worlds of Digital Fiction Daniel Punday

Section 2: Social Media and Ludological Approaches

5. Playing with rather than by the Rules: Metaludicity, Allusive Fallacy and Illusory Agency in The Path. Astrid Ensslin

6. 140 Characters in Search of a Story: Twitterfiction as an Emerging Narrative Form Bronwen Thomas

7. Amnesia, the Dark Descent: The Player's Very Own Purgatory Susana Tosca

8. Wreading Together: The Double Plot of Collaborative Digital Fiction Isabell Klaiber

Section 3: Semiotic-Rhetorical Approaches

9. (In-)Between Word, Image and Sound: Cultural Encounter in Flight Paths. Hans Kristian Rustad

10. Figures of Gestural Manipulation in Digital Fictions Serge Bouchardon

11. Hyperfiction as a Medium for Drifting Times: A Close Reading of the German Hyperfiction Zeit für die Bombe Alexandra Saemmer

Afterword Roberto Simanowski.

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Description (in English)

It is a historical novel in web format. Don Juan Valera, during his embassy in Washington confronts with Cuban rebels and falls in love with the daughter of Bayard, the Secretary of State of President Cleveland. This novel can be read as a webnovel, in an e-book or in its printed version.

Description (in original language)

Es una novela histórica en formato Web. Don Juan Valera, durante su embajada en Washington se enfrenta a los rebeldes cubanos y se enamora de la hija de Bayard, el Secretario de Estado del presidente Cleveland. Esta novela puede ser leída como novela web, en formato e-book o en versión impresa.

Description in original language
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Description (in English)

The 24-Hr. Micro-Elit Project experiments with microfiction, or flash fiction, a genre of literature that generally entails narratives of only 300-1000 words. Inspired by Richard Brautigan’s pithy “The Scarlatti Tilt”, a story of only 34 words published in 1971, my work involves 24 stories of 140 characters or less about life in an American city in the 21st C. delivered––or “tweeted”––on Twitter over a 24 hr. period.

The launch date was Friday, August 21, beginning 12 a.m. PST. Each hour until 11 p.m., I posted a story, and followers of my twitter site were encouraged to tweet their own. After followers tweeted their stories, I cut and pasted them to the Project Blog. An archive of all of the stories can be found there.

As a participatory work, the project was a success: Over 85 stories were submitted by 25+ participants from five countries. As a social experiment, it showed that Twitter can facilitate the making of art in a collaborative way: For a whole day we turned Twitter into a Literary Salon that brought together strangers and friends from far-flung places to share their work and love of literature, thus extending the normally perceived use of Twitter.

(Source: Author's description for ELO_AI)

I ♥ E-Poetry entry
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By Audun Andreassen, 20 March, 2013
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Since the demise of the 'Golden Age' of literary hypertext (Coover 1999) and the theoretical debates surrounding online and offline electronic literature that followed in its wake, the study of digital fiction in particular has undergone a significant paradigm shift. Recent research has moved from a 'first-wave' of pure theoretical debate to a 'second-wave' of close stylistic and semiotic analysis. While the theoretical intricacies of second-wave digital fiction theory have been well debated (e.g. Ciccoricco 2007, Ensslin 2007, Ensslin and Bell 2007, Bell 2010 forthcoming), the discipline and practice of close-reading digital fiction require a more systematic engagement and understanding than offered by previous scholarship. With this in mind, the Digital Fiction International Network ('DFIN', funded by The Leverhulme Trust since January 2009) has been exploring new avenues of defining and implementing approaches to close-reading, with the tripartite trajectory of developing a range of tools and associated terminology for digital fiction analysis; of providing a body of analyses based on the close-reading of texts, which are substantiated by robust theoretical and terminological conclusions; and of fostering a collaborative network of academics working on inter-related projects.

In following this agenda, this paper offers a comparative approach to second person narration in two exemplary digital fictions: geniwate and Deena Larsen’s satirical flash fiction, The Princess Murderer (2003), and Jon Ingold's interactive fiction mystery, All Roads (2006 [2001]). We aim to explore the extent to which print-oriented narratological approaches to the textual 'You' (e.g. Herman 1994) apply to the texts under investigation and suggest theoretical tenets arising from their distinct (inter-)medial and ludic qualities (cf. Ryan 1999). Of particular interest will be the ways in which the reader and his/her role in the cybernetic feedback loop are constructed textually and interactionally.

(Source: Authors' abstract for ELO_AI)

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By Alice Bell, 29 January, 2013
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49-73
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4
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Abstract (in English)

This article offers a close-reading of geniwate's and Deena Larsen’s satirical, ludic Flash fiction The Princess Murderer (2003), with a specific focus on how the text implements second person narration and other forms of the textual you (Herman 1994, 2002) in juxtaposition with other narrational stances.

Creative Works referenced
Description (in English)

This piece presents a passage done by the act of clicking. Emotional mapping allow the reader to shape the passage by choosing one of 3 paths, randomly addressing three themes (war, pollution, cloning), the actor clicks getting at the end its a haiku navigation, readable form of his choice.
(http://www.epoetry2007.net/)

Description (in original language)

Il s'agit d'un passage à l'acte du clic émotionnel se cartographie pour révéler à l'interacteur la forme imagée de sa déambulation, à vivre en (3) actes : 3 planches, aléatoires, traitant de 3 thèmes (guerre, pollution, clonage), l'acteur des clics obtenant au terme de sa navigation un haïku, forme lisible de ses choix. (http://www.epoetry2007.net/)

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Description (in English)

flash videopoem

Pull Quotes

Nada me resta!
Nada.
É estranho saber que o único botão que tenho para apertar, pode contar a história de uma paixão.
Mesmo que com o tempo, esta mesma história vire ficção... Não tem importância!
Não tem importância alguma!

Vivemos os grandes amores
De duas maneiras:
Quando a presença é inevitável
E quando falamos sobre ela.

Convivemos para se fazer história.

TAKE 2

Não há nada de cruel nisso.
Apenas tenho percebido, que meu corpo desde o fio de cabelo até a ponta dos meus pés,
Passam a impressão de que sou feita de pedaços
Registros de pedaços.

Acredito que
As pessoas se amam em pedaços,
Se tudo acontecesse por inteiro
Não haveria paixão,
Somente amor

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