online performance space

By Hannah Ackermans, 11 November, 2015
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Abstract (in English)

Video and computer games as performance spaces continue literary traditions of drama and theater, and particularly Brechtian “defamiliarization” and subsequent practices of street / guerrilla theater. Such performance work is one end of electronic literature: delivery to a vast audience, potentially the largest any work of e-lit could have; at the same time, epic failure in the complete disregard for the performance by the game players – the literary performance as nothing more than spam.

In fact, exactly this makes such work literary. This presentation discusses two game “interventions” staged over several years by the Center for Literary Computing at West Virginia University: 1) Coal Dust, a series of agitprop theater performances about resource exploitation staged in MMORPG Lord of the Rings Online; and 2) Beckett spams Counter-Strike, carefully staged performances of Endgame in the tactical shooter Counter Strike: Global Offensive.

Such interventions are critical displacements and performances enacted on the game space and community of CS:GO and LOTRO, but also on the literary works themselves – on the agitprop theater text and its claims, and on Beckett’s Endgame. As “existential spamming” (one name for the overall project), the interventions both insist on a political and contextual “reading” of the game space, but also consume the space through absurd and ineffectual performance – a problematic situation that perhaps defines the literariness involved.

This presentation at ELO 2015 situates these works in terms of literary and dramatic tradition, as described above, but also as a corrective supplement to the existing discussion of computer/video games in e-lit scholarship. “Literary games” are an established area of scholarship. Astrid Enslin’s excellent book sets a precedent for analyzing both artistic works making use of game-like aesthetics and affordances (think Jason Nelson’s games), on the one hand, and games that can claim literary merit, on the other (think Journey or Left Behind). The interventionist projects described here offer a very different engagement with games, and in doing so call attention to a need for greater understanding of performance and improvisation in e-lit.

(source: ELO 2015 Conference Catalog)

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3-908677-09-2
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All Rights reserved
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Description (in English)

tExtra.Touren is a collection of experimental literary works gassners oliver. Besides the known projects for the internet that use textual and visual elements, the hyper-literary edition including recent mail and copy-art projects as well as audio recordings of lectures. tExtra.Touren share consists of the "paper-copy mail.art ---. txt ---. --- sound. html". there go the early work seamlessly into the network since 1983 literary work on since 1996. all work gassners, whether on paper, as a copy, fax, mail or digital network literature, provide a kind of media-hacking: using simple means, the medium broken, to bring its procedures have revealed. gassner initiated a new poetics of writing, under network conditions, which can break the language use. [taken from http://www.cyberfiction.ch/textratouren.html ]

Description (in English)

make-shift is a house party, performance, and networked salon. Each live event telematically connects participants in two ordinary houses and an online performance space, using the cyberformance platform UpStage (www.upstage.org.nz) in conjunction with audio-visual streams from the two houses. The theme of the work centers around consumption and disposal in late capitalism. Crutchlow and Jamieson describe themselves as "brokers" of the event, combining scripted performance with improvisation and activities in which everyone participates in various ways, becoming co-authors in a collaborative process. 

Screen shots
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make-shift screenshot
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make-shift screenshot
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make-shift screenshot
Technical notes

make-shift uses UpStage (www.upstage.org.nz), an open source venue for cyberformance which allows logged-in players to manipulate digital media in remote collaboration, in conjunction with two audio-visual streams. Online audiences access the platform via a standard domestic internet connection and web browser with the Flash player plug-in, and do not need to log in.