12,147 research outputs found
The rise of social ereading : interactive ebook platforms and the development of online reading communities : a thesis presented in partial fulfilment of the requirements for the degree of Master of Arts in English at Massey University, Manawatū, New Zealand
Ebooks have caused a revolution in how people read fiction. Ereading devices and apps now integrate interactive features which have led to the development of digital reading communities populated by millions of readers from around the world, with a resurgence of social reading practices in new forms.
Two of the biggest social reading communities in existence today are hosted by Amazon’s Kindle and Wattpad. This thesis offers an analysis of how these platforms’ readers are using the interactive technology within the pages of their ebooks to participate in these online reading communities. Original research into popular texts on Wattpad reveals that while only a small percentage of users are actively engaging with the ebooks and other readers during the process of reading, all active and passive interactions have a significant influence on the reading experience. Thus, the infrastructure of such communities ‘rewards’ serialised books which encourage higher levels of reader interactivity with greater recognition within the community, but this reward is short-lived.
The application of Genette’s paratextual theory to the interactive features of these ereading platforms reveals new processes of authorisation and readers-as-writers. New paths for the evolution of digital paratextual theory see paratexts developing from ‘thresholds’ into ‘vectors’. The statistical notations of reader interactions are now informational paratexts attached to each ebook, and these online reading communities may be considered paratexts themselves, operating through the new paratextual phenomenon of digital marginalia. Furthermore, the existence of these reading communities on free platforms such as Wattpad is supported by commercial paratexts found within the ebook pages. These new paratexts are
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having a significant impact on social ereading and reading communities - such as how they operate and judge the ‘value’ of ebooks - but historical precedents suggest these paratexts will be readily accepted by most readers, leading to an increase in the incidence and influence of such digital paratexts.
These new interactive technologies and paratexts will potentially lead to significant changes in how fiction is read. Exactly how these technologies may develop, and how public, industrial, and academic stakeholders might take advantage of these opportunities, requires further research
Using gaming paratexts in the literacy classroom
This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts
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Gaming capital: Rethinking literacy
This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersections between games, education and adolescent subjectivities in virtual worlds PEER REFEREEING REQUIRED In rethinking literacy education in light of unprecedented technological change, this paper reports on adolescent gamers and their accumulation of gaming capital. This is in opposition to more pervasive assumptions about gaming as mindless entertainment, learning simulations, ideological tools and interactive mediums for the masses. We see the need to research the medium of games in their entirety, exploring their uniqueness as a medium--while at the same time--making connections to a wider media ecology (Fuller, 2005) that includes more than the games themselves. This media ecology of videogames is demonstrated in part by the 'paratextual' (Consalvo, 2007) industries that support game play, production and design. The 'paratext' is central to gaming capital in creating individual and group systems of distinction within gaming culture. Because we understand videogames as actions across social fields enacted through the actions of players or 'operators' on software, we also deem it necessary to understand both the operator and machines' diegetic and non-diegetic actions (Galloway, 2006). This distinction allows us to think about games as more than texts, literacy practices and narratives, which highlights games' significance in technoclture as systems (Salen, 2008), procedures (Bogost, 2007), algorithms (Galloway, 2006; Wark, 2007), configurations and code (Lessig, 1999; Manovich, 2001). In conclusion we provide a series of interview questions developed to uncover adolescents' gaming capital. We also propose a heuristic to map a players' total volume of gaming capital to better understand how gaming capital establishes trajectories of exchange between cultural and economic capitals and its implications for literacy education
Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue
Print culture and visual interpretation in eighteenth-century German editions of Thomson's the seasons
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Forms of World Literature and the Taipei Poetry Festival
In poetry anthologies and works of literary criticism, the authority to select which literature can become “world” literature often lies with a single editor or theorist. This essay contrasts those centralizations of authority with the more egalitarian structure of international poetry festivals. Using the 2016 Taipei Poetry Festival as an example, the essay reads the impact of the form of the festival on its audience’s experience of translation, the local in the transnational, and intercultural solidarity. The essay then argues that boredom is a formal flaw in contemporary festivals, and advocates that translations be performed in local vernaculars
Evidence of Hypertext in the Scholarly Archive
Quantitative studies of archive use by researcher
Reading poetry and its paratexts model users’ rights: Mary Dalton’s Hooking, cento poetics, and copyright law
This draft paper focuses on Newfoundland poet Mary Dalton's 2013 book Hooking -- a collection of centos (poems composed only of lines from other poems) -- in order to propose a method for reading the exercise of users' rights in Canadian poetry by attending to poetry books' paratexts (front and end matter that acknowledges permissions or cites sources). This talk moves from an introductory discussion of users' rights enshrined in Canadian copyright law (e.g. fair dealing, the public domain) to a survey of poetry books, including Dalton's, and how their paratexts frame these books' transformative use of other works. The talk aims to promote a more widespread and robust exercise of users' rights in the service of cultural production and expressive freedom by showing the extent to which published authors, no less than users or readers, need fair dealing too.
(Posted for open review, this is a preliminary draft of a talk to be given at a workshop on cento poetry, held at the University of Bochum, Germany, in November 2020.
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