28 research outputs found

    Electronic Literature as Digital Humanities

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    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Electronic Literature as Digital Humanities

    Get PDF
    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Tempest: Geometries of Play

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    Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game’s latent and manifest audio-visual iconography and the ideological meanings this iconography evokes

    ρan-ρan

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    "With the peristaltic gurglings of this gastēr-investigative procedural – a soooo welcomed addition to the ballooning corpus of slot-versatile bad eggs The Confraternity of Neoflagellants (CoN) – [users] and #influencers everywhere will be belly-joyed to hold hands with neomedieval mutter-matter that literally sticks and branches, available from punctum in both frictionless and grip-gettable boke-shaped formats. A game-changer in Brownian temp-controlled phoneme capture, ρan-ρan’s writhing paginations are completely oxygen-soaked, overwriting the flavour profiles of 2013’s thN Lng folk 2go with no-holds-barred argumentations on all voice-like and lung-adjacent functions. Rumoured by experts to be dead to the Worldℱ, CoN has clearly turned its ear canal arrays towards the jabbering OMFG feedback signals from their scores of naive listeners, scrapping all lenticular exegesis and content profiles to construct taped-together vernacular dwellings housing ‘shrooming atmospheric awarenesses and pan-dimensional cross-talkers, making this anticipatory sequel a serious competitor across ambient markets, and a crowded kitchen in its own right. An utterly mondegreen-infested deep end may deter would-be study buddies from taking the plunge, but feet-wetted Dog Heads eager to sniff around for temporal folds and whiff past the stank of hastily proscribed future fogs ought to ©k no further than the roll-upable-rim of ρan-ρan’s bleeeeeding premodern lagoon. Arrange yerself cannonball-wise or lead with the #gut and you’ll be kersplashing in no times.

    Digital Dialogism: Space, Time, and Queerness in Video Games

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    Video games are multimodal pieces of media; they communicate meaning through many layers of signification including aural, visual, narrative, mechanical, and more. To understand the ways that games communicate meaning and influence interpretation, it is crucial to not just examine the various layers of game modalities, but the ways that those layers communicate with each other as multimodal objects. By adapting Mikhail Bakhtin’s literary and language theory of dialogism (1981), this dissertation argues that because games are multimodal, they have layers of different “voices” that communicate ideas about the game to its players. These dialogic multimodalities “speak” different meanings to players, who then transform their interaction with these multimodalities into a narrative whole. Joining queer theory, narrative theory, and game studies, this dissertation examines one of the most successful video game titles to date, The Elder Scrolls V: Skyrim (2011), which in addition to its widespread popularity, has also been identified by white supremacist groups as a game that supports white nationalist causes. Through a dialogic analysis of the multimodalities of temporal and spatial representation within the game, this dissertation identifies narrative, genre, gameplay, and representational elements of Skyrim that support white nationalist play while also silencing potential anti-racist perspectives within the game. Chapter 1, Chapter 2, and Chapter 3 work together towards a functional version of dialogism for the study of games, proving its relevance, formalizing the changes I make to the original theory, and indicating how important dialogic readings can be. Chapter 4 argues that the construction of timespace of Skyrim follows a chronotope of domination, where the player’s use of and engagement with the game are devoted to the control of time and space. Chapter 5 examines player self-narration and embodiment in queered space, looking at how spaces communicate to players, and Chapter 6 makes the case that player use and manipulation of queered time in the game encourages players to understand and interact with Skyrim in particular ways. Together, these chapters suggest that the ways players are oriented to play Skyrim, based on its spaces and temporalities, points players towards interpretations of the game that normalize and uphold instances of white supremacy based on narrative, interactive, and mechanical means

    Mental Health - Atmospheres - Video Games: New Directions in Game Research II

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    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions

    Mental Health | Atmospheres | Video Games

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    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions

    Mental Health | Atmospheres | Video Games

    Get PDF
    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions

    Vol. 3, No. 2 (Full Issue)

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    Signs of Water

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    Water is more important than ever before. It is increasingly controversial in direct proportion to its scarcity, demand, neglect, and commodification. There is no place on the planet where water is not, or will not be, of critical concern. Signs of Water brings together scholars and experts from five continents in an interdisciplinary exploration of the theoretical approaches, social and political issues, and anthropogenic hazards surrounding water in the twenty-first century. From the kitchen taps of Detroit, Michigan to the water-harvesting infrastructure of Tokyo, from the Upper Xingu Basin of Brazil to the Sunda Deep of the Java Trench, these essays flow through time and place to uncover the many issues surrounding water today. Asking key theoretical questions, exposing threats to vital water systems, and proposing paths forward, Signs of Water brims with histories, ontologies, and political struggles. Bringing together local experiences to tell a global story, it centers water as history, as politics, and as a human right
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