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www.dichtung-digital.com/Theorie/index-e.htm
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Connected Play
of Signs. Transitions in Literary Communication
[German]
In computer networks, literary communication can
only be understood as an open and recursive process
between 'writers' and 'readers' whose writing and
reading activities are transformed by 'autonomous'
programs, 'agents' etc. Peter Gendolla and
Jörgen Schäfer discuss whether there is a
unique aesthetic difference regarding literature in
computer-based and networked media.
http://www.dichtung-digital.com/2005/1/Gendolla&Schaefer
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Close Reading
and Terminological Debate
[German]
What are the characteristics of digital literature?
How important is 'media authenticity' and 'media
relevance'? How much text does a work need to be
regarded as digital literature rather than digital
art? How does authorship change if writers are
replaced by readers, machines, or bacteria? Roberto
Simanowski combines critical discussion of
terminologies with close readings of selected
projects.
http://www.dichtung-digital.com/2005/1/Simanowski
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Transitoire
Observable, a Laboratory for Emergent Programmed
Art
[English]
Philippe Bootz introduces a procedural model of
programmed art and discusses form as a specific
management in the programming of arbitrary
aesthetic constraints regardless of the surface
aesthetics on the screen.
http://www.dichtung-digital.com/2005/1/Bootz
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Narrative and
the Split Condition of Digital Textuality
[English]
With computer games and avant-garde literary
experiments, digital textuality has conquered both
mass audiences and academic readers, but it has not
yet reached the educated public who reads primarily
for pleasure, but is capable of artistic
discrimination. Marie-Laure Ryan explores the
possibility of curing this split condition by
strengthening the narrativity of digital texts.
http://www.dichtung-digital.com/2005/1/Ryan
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Re-Animation of
Anthropologic Perspectives in Game Studies
[German]
|Frank Furtwängler criticizes the application
of Aarseth's theory of ergodic literature' to
computer games. He argues that it is based on an
adaptation from physics which is liable to be
misunderstood. His essay is a supplement to the
discourse of game studies which seem to repeat the
problems of other media theories caught between
technological and anthropological perspectives on
the matter.
http://www.dichtung-digital.com/2005/1/Furtwaengler
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The
'Ludoliterary Circle'. Analysis and Typology of
Cybertexts
[German]
Mela Kocher introduces her concept of a
"ludoliterary circle" which provides a method of
analysis and typology of digital games and other
cybertexts (e.g. hyperfictions, interactive movies,
VR environments). By using parameters such as
interactivity, perspective and narrative mode
similarities as well as differences between various
cybertexts and cybertext genres can be
analyzed.
http://www.dichtung-digital.com/2005/1/Kocher
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