ed. by Astrid Ensslin and
Alice Bell (Editorial)
Hypertext
in Context: Space and Time in Latin American
Hypertext and Hypermedia Fictions
[English] Internet
Detectives: Performativity and Policing
Authenticity on the Internet
[English] Young-hae
Chang Heavy Industries's Nippon and the
Aesthetic of Compilation
[English] Combat
to Conversation: Towards a Theoretical Foundation
for the Study of Games
[English] "Play,
Memory": Shadow of the Colossus and
Cognitive Workouts
[English] Illusory
Agency in Vampire: The Masquerade
Bloodlines [English] Archive:
2006: 36
|
2005: 35,
34
|
2004:
33,
32,
31
|
2003: 30,
29,
28,
27
|
2002: 26,
25,
24,
23,
22,
21
|
2001: 20,
19,
18,
17,
16,
15
|
2000: 14,
13,
12,
11,
10,
9,
8
|
1999: 7,
6,
5,
4,
3,
2,
1
(2007) ISSN
1617-6901
earlier
issues
Arguing
against the commonly held assumption that
'hypertext is by and large an Anglophone
phenomenon', Thea Pitman looks at the work of
two Latin American writers and explores the
nexus between 'new architectures of language'
and 'points of view that are different from the
First World'.
http://www.dichtung-digital.org/2007/pitman.htm
The
'democratic genre' generated by 'textual
poachers' who radically disrupt and reinvigorate
canonical texts. Will over time aspects of
plotting and characterisation introduced by
fanfic writers become 'fanonical', accepted by
the fans as being just as intrinsic to the
storyworld as any aspect of the 'original' or
'source' text? Bronwen Thomas traces the
emergence of 'fanons' within specific fanfic
communities and address the tensions between
fidelity and deviance, dependence and freedom
that underlie the whole fanfiction
phenomenon.
http://www.dichtung-digital.org/2007/thomas.htm
Robin
Stoate traces the 'real life "detectives" of the
Internet' in their search for false identities
and elaborately crafted yet inauthentic life
stories on online communities such as
LiveJournal and Myspace. These
seemingly more 'genuinely' motivated policing
activities, however, often serve a far from
altruistic purpose: self-empowerment.
http://www.dichtung-digital.org/2007/stoate.htm
Young-hae
Chang Heavy Industries's Nippon presents a
juxtaposition of English and Japanese onscreen,
an aesthetic of deconstruction that promotes a
critical approach to examining the boundary
between onscreen text and programming code.
Instead of addressing what code does for our
readings of electronic literature, Jessica
Pressman argues that works like Nippon prompt us
to consider what electronic literature does for
our readings of code.
http://www.dichtung-digital.org/2007/pressman.htm
The
narratology/ludology debate is not only past its
peak but is in fact 'weary' and therefore blocks
the path to 'valuable scholarship', argues
Matthew S. S. Johnson. He criticises the lack of
in-depth close-readings of individual games and
presents an exemplary analysis of Indigo
Prophecy to demonstrate the viability of his
approach. Using a distinctive rhetoric to
underscore his argument, Johnson calls for
action and innovation in the study and analysis
of games.
http://www.dichtung-digital.org/2007/johnson.htm
Seeking
to find analytical approaches 'in between' or
indeed 'outside' ludology and literary theory,
Dave Ciccoricco turns to cognitive science. He
investigates the relationship between story and
game mechanics by looking at how episodic and
procedural memory are encoded into 'coherent
world games' such as Fumito Uedo's Shadow of
the Colossus.
http://www.dichtung-digital.org/2007/ciccoricco.htm
Freedom
in video game play is by no means absolute.
Games are increasingly offering the potential
for creative interaction yet 'at present, no
game can ever grant full agency'. Esther
MacCallum-Stewart and Justin Parsler tackle this
evasive subject by looking at different types of
agency and how they impact on the experience of
gameplay. Their particular interest lies in what
they call 'illusory agency', and they apply the
concept to a case study of Vampire: The
Masquerade - Bloodlines.
http://www.dichtung-digital.org/2007/maccallumstewart_parsler.htm
Machinima
- a buzz-word in contemporary gaming and
animation culture. We have all come across it,
but what is it really? Can this multi-faceted,
ever-evolving phenomenon be brought down to an
all-encompassing definition? Michael Nitsche
offers a revealing insight into this innovative
form of New Media creativity, focusing in
particular on transmediality and
intertextuality. He discusses 'inside-out' vs.
'outside-in' approaches to machinima
intertextuality and explores aspects of 'game,
play and presentation'.
http://www.dichtung-digital.org/2007/nitsche.htm