Ciberia: Biblioteca de Literatura digital en Español, a collection of electronic literature works in Spanish created by the LEETHI group (European Literatures from Text to Hypermedia), using OdA 2.0., a learning objects’ repository built by ILSA research team at the Computing Sciences Faculty of the University Complutense of Madrid. Ciberia library emerges from the need to make digital literature in Spanish more visible, report its development, and leave a trail that would compensate for its ephemeral quality. This collection is part of the research carried out by two research groups in Spain: ILSA, which has developed the software, and LEETHI. This library now works as the nucleus of derivate projects that includes a publisher focused on electronic literature creation and on electronic and ciberculture theories and is part of Cell Consortium project.
Spanish Language Electronic Literature Collection
University of Bergen, Humanities Faculty
Sydnesplassen 7
5020 Bergen
Norway
The UiB Electronic Literature Research Group is pleased to welcome SPIRE guest researcher Maya Zalbidea (Ces Don Bosco University Madrid). Zalbidea presented the Spanish Language Electronic Literature Collection (2013-2014) she has developed in the ELMCIP Electronic Literature Knowledge Base: http://elmcip.net/research-collection/spanish-language-electronic-liter…. The collection features Spanish language electronic literature from Spain and Latin America. Interactivity, collaboration and multimodality will be highlighted as elements that authors use in works that protest social injustice, demand equal rights, and increase the reader’s curiosity. Zalbidea will also present the results of a reader response study of some works from the Spanish language e-literature collection.
If TICs -which were already present in the 70s- register a growth in the 90s, from its digitization, reconfiguring the dynamics of mass communication. In the field of art all types of new phenomena are registered: net.art, hacktivism, open source, bending, open hardware, collaborative works and actions promoted in the Web, they are presented, to some extent, as inheritors of the experimentations of the 60s.
Si bien ya presentes desde la década del 70, las TIC (las nuevas tecnologías de la información y la comunicación) registran un crecimiento exponencial en la década del 90 a partir de su digitalización, reconfigurando las dinámicas de la comunicación de masas. En el campo del arte se registran todo un conjunto de nuevos fenómenos: net.art, hacktivismo, open source, bending, open hardware, obras colaborativas y acciones impulsadas a través de la Red que, en gran medida, se presentan como herederas de las experimentaciones de los años 60s.
This articles examines Gizmopolitan, a female magazine produced by fans whose main theme is how a woman should be in Azeroth -the name of the workd where the role play game online of World of Warcraft is developed. The analysis of this magazine reveals interesting aspects of the dialectic relation between videogames, the gender of players and the content produced by fans (Tosca 2013, translated by Maya Zalbidea)