wikipedia

By Hannah Ackermans, 6 April, 2021
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Abstract (in English)

Overview and Instructions

Regardless of what opinions you hold about Wikipedia from a public information, crowd sourcing, labor, language, design, educational, disciplinary, organizational, or commercial perspective, we can all agree that the site and its rhetorical organization of knowledge have achieved wide global currency in the 21st c. Frequently cited to support the incredible power of networked based digital reference materials to improve or destroy society and its cultures as we know them, empower or exploit contributors, hasten or impede the distribution of common knowledge and globalization, or merely as one of the few wikis that ever fully realized the power of that medium on a planetary scale, the site and its many connotations have become a part of popular discourse and culture. Whether this networked public encyclopedia project harkens the realization or the death of 18th c. European rationalist projects to organize the world's knowledge is a topic for all of us to consider in the background as we engage with the generic and stylistic conventions of the site to create Wikipedia entries that take a speculative, as opposed to documentary, approach to depicting the facts of the world(s) we live in, have lived in, or may or could live in.  

 

What I will be asking you to do in this virtual ELO session is to invent some phenomenon, system, business, product, person, group, artifact, language, discipline, place, or event and to create a Wikipedia entry for it.  I invite you to use this exercise as a way to describe elements of fictional worlds the you have previously constructed or considered constructing, elements within or related to the fictional worlds constructed by others, or elements that are plausible extensions of the objective worlds we inhabit based on slight revisions of the historical and fact-based narratives that we generally rely on to understand them.  Using the constraints of Wikipedia and the creative possibilities in satire, we will imagine new social structures and technologies to comment on existing ones.  

 

An example of the first approach, which I refer to as "world building," would be naming and describing some physical location or space in a fictional world from a text or object that you have crafted, thought about crafting, or simply imagined.  An example of the second approach, which I refer to as "annexed world building" would be describing an element from a fictional world already created in existing fictions.  An example of the third approach, which I refer to as "subjunctive world building," would be to engage with the histories we generally take for granted or collectively acknowledge as factual as instead being contingent and to depict a something or someone (an object, person, phenomenon, place, system, etc.) that could exist if the current reality we live in, which is based to some extent on a specific sequence of events and their interpretations, had occurred or been received differently.  

 

Below, you will find some additional prompts and resources related to each of the three approaches.  If you would prefer to work in pairs or groups, please feel free to do so.  Please use this instapad space to record your notes and thoughts related to this exercise and this template to record your fictional Wikipedia entry.  At the end of 30 minutes, we will reconvene to share our entries and to discuss this exercise.  

 

(salon documentation)

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Description (in English)

Taking the concept of identity theft to its logical conclusion, DNA is an interactive, Web-based novel set in the year 2075, in a future where genetic clones are commonplace and the unique identity of any individual is protected only by tacit consent. Detailing a year in the life of a clone who begins plotting to take on the identity of one of his "code partners," the novel includes a series of hyperlinks to real and fictional Wikipedia entries that provide a peek into the dystopic future of economic, agricultural, cultural, social, and political systems. Influenced by a range of electronic and experimental literary works published over the last fifteen years, DNA presents a non-linear narrative that allows each reader to select his or her own narrative path though the novel and to explore the text's connection to other fictional and non-fictional texts published on the Web. The networked architecture of the project enables the reader to not only construct and engage with the narrative world of the novel itself but with other narrative worlds that exist outside of the novel. Overlapping, relating to, and informing one another, the various narrative worlds created inside and outside of the novel draw attention to the dynamic and generative nature of digital narratives, as well as to their ability to challenge traditional notions and definitions of authorial intention, the role of the reader, and narrative point of view. Additional interactive features enabling readers to contribute their own texts and links to the novel are currently being developed. Conceived as a novel that will appeal to readers of literary and dystopic fiction, as well as to a new generation of readers who access texts exclusively via the World Wide Web, DNA is informed by various electronic literature projects, as well as by several important dystopic novels, including Aldous Huxley’s Brave New World, George Orwell’s 1984, Yevgeny Zemyatin’s We, and William Gibson’s Neuromancer. Fiction writers have been experimenting with digital hypertext and multimedia projects since the late-1980s, and several important works were published in the 1990s, including afternoon, a story (1990) by Michael Joyce, Victory Garden (1991) by Stuart Moulthrop, Patchwork Girl (1995) by Shelley Jackson, and 253 or tube theater by Geoff Ryman (1996). More recent hypertext and multimedia projects have been collected in the Electronic Literature Collection, Volume 1 (2006) and Volume 2 (2011). Combining my interests in creative writing, narrative studies and the history of the novel, the sociology of literacy, and digital Humanities, DNA is both a digital novel and part of an ongoing narrative-studies project that considers what effects digital authoring tools and reading platforms are having on fiction in general, and the novel in particular. Based on my own experience composing a Web-based novel, as well as on the analysis of other digital literary projects published in the last two years, and a review of digital literary projects published over the last fifteen years, I am studying how various elements of the novel as genre are being translated and/or re-conceived given the new possibilities and constraints created by multimedia tools for writing and reading. (Source: Author's Project Overview)

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First page of DNA: A Digital Novel (screenshot)
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First page of DNA: A Digital Novel
Description (in English)

 with Jason Huff's "How Am I Not Myself?" we have a play on biography and the refraction of the self as replicated within a Wikipedia entry by workers from Amazon's Mechanical Turk. As Huff tells us, this piece "aggregates information about all the Jason Huffs on the Internet [and] acts as an open-source platform for identity remix." That is, as long as Wikipedia doesn't find out about it.

(Source: Alan Bigelow in The New River)

Note: this page was deleted from Wikipedia.