Dear
Readers,
As
announced by Roberto Simanowski in the previous
issue (Simanowski 2006a: n.p.), and to some extent
anticipated by some of its contributions
(Simanowski 2006b, Raley 2006), this special issue
of dichtung-digital aims to develop what is now
called second-wave theory (Pang 1998,
Ciccoricco 2007, Bell 2009a, 2009b forthcoming) in
the field of digital literature. As opposed to the
often over-generalised applications of
poststructuralist theory, which dominated
first-wave (hypertext and hypermedia) criticism,
this latest school of criticism and analysis
focuses on close readings and semiotic textuality,
as well as the cross-currents between previously
separate forms of entertainment (i.e. reading,
watching and playing). In so doing, second-wave
theory aims to contravene the characteristically
negative, often condescending responses of
mainstream literary academia to first-wave
(hypertext and hypermedia) criticism. More
generally, first-wave analyses,
unsurprisingly, oftentimes result in technological
pessimism vis à vis the alleged endangerment
of the book. The lack of closure and, thus,
suspense in non-linear and modular narratives, and
the physical and mental ordeal and thus
infeasibility of reading from a screen form strong
areas of debate.
In
addition to the critical theory, digital literature
has also come a long way since the first attempts
at creating serious hypertext.
Marie-Laure Ryans (2000: n.p.) dictum, that
[t]he next generation of hypertexts
will have to be visually pleasurable, that
hypertext will be a work of design and
orchestration as much as a work of writing,
and that, [t]o remain readable, these
conceptual hypertexts will have to be shorter than
the hypertext novels of the first generation
has meanwhile consciously or not been
implemented by most leading New Media writers
across the world.
Currently,
one of the most significant and exciting tendencies
within the realm of digital creativity has been the
amalgamation of narrative and ludic elements. As in
the case of the infinitely re-definable and thus
controversial concept of the cyborg
(hybrid creatures situated on a continuum between
nature and technology), we are dealing with a
spectrum of creative artefacts, which are located
somewhere in-between the two poles of rule-based
game and story-driven
narrative. Likewise, the concept of
literary textuality has never been so
open to multimodal, multilayered semiotic analysis,
and the interpretive importance of visual (static
and animated), auditive and haptic elements in text
interaction cannot be emphasised strongly enough.
After all, due to its underlying matrix the
binary digital code digital textuality not
only invites, it demands inclusive interpretation
so as to make medium-specific semiotic interplay
more than just the sum of its individual
elements.
Acknowledging
these theoretical and methodological developments,
the authors of this special issue provide inspiring
examples of how the ever-increasing range of
creative genres within the aesthetic digital medium
may be approached in a systematic, replicable and
analytical manner. This is not least to demonstrate
to the sceptics that still struggle to stop the
Gutenberg Galaxy bubble from bursting
that literary and aesthetic value more generally
cannot be judged on a medial basis. Every
new medium and it is one of the
defining features of New Media that
they invite incessant and rapid innovation in
textual interaction and representation
requires new, in the sense of a
wider range of, analytical tools and methods.
Similarly, as Matthew S.S. Johnson (this volume)
argues in relation to the long-lived
narratology/ludology debate, not only is the
debate weary, but [
] it has actually
begun to stand in the way of valuable scholarship.
Much of digital game studies research lacks the
close-readings of specific games necessary to
establish viable video game theory. Hence,
what twenty-first century, Web-2.0-generation
readers amateurs and
professionals alike need to develop in order
to enable meaningful textual and interpersonal
communication is a growing degree of
transliteracy (Transliteracies Project,
Thomas 2005); that is, the ability to decode, but
also encode intra- and intermedially across modes
and media genres, taking into account their
specific characteristics as they impact on text
production and reception/interaction.
That
said, the motoric and strategic skills required for
successful gaming introduce a yet unforeseen
dimension to the discipline of close reading per
se. In particular, they imbue hermeneutics with a
much needed level of autophysiological awareness
(Ensslin 2007 and 2009, forthcoming) and
autonomous, playful proactivity required to respond
to and successfully interact with unexpected twists
and turns in the text machine (Aarseth
1997). Crucially, these are only two examples of
how the stylistic tool-kit may be expanded when
close-reading games some authors of this
volume suggest going even further into the
socio-economic apparatus surrounding individual
games (series) to bring the hermeneutic circle up
to date. Taking all the above observations into
consideration, the eight contributions to this
issue strike a thought-provoking balance between
the two afore-mentioned poles of ludology and
narrative, thus allowing for mutual approximation
and, simultaneously, exemplifying the sheer variety
of texts and critical approaches at
hand.
The
first four articles centre on digital artefacts
that are closer to the narrative than the ludic
pole. Firstly, set against the dominant of
Anglophone writers living in the First World, Thea
Pitman explores the different perspectives that
Latin American authors bring to the creation of
hypertext and hypermedia works. Paying particular
attention to the works of Doménico Chiappe
and Blas Valdez, her article Hypertext in
Context: Space and Time in Latin American Hypertext
and Hypermedia Fictions explores the spatial
and temporal themes of their fiction, providing a
second-wave analysis of two emerging canonical
hypertext writers. In a pertinent conclusion,
Pitman also questions the cultural implications of
hypertext fiction for Latin American cultural
identity and she asks whether the form is
culturally liberating or whether it might actually
perpetrate the ugly, but increasingly relentless
globalisation of the Third World.
In
Canons and Fanons: Literary Fanfiction
Online, Bronwen Thomas further stretches the
boundaries of the canon, investigating the
relationship between fanfictions and the canonicals
texts on which they draw. In particular, Thomas
examines the intertextual nature of fanfiction in
relation to the fanon the range
of texts which surround the source text and that
might actually influence the source text itself.
Thomas is concerned with the canonical status of
texts which are adopted by fanfiction sites and
shows that both classic and traditionally
non-canonical texts make their way into the
fanfiction canon. Perceiving this a postmodern
inclination to mix high and low art, she also asks
whether the proliferation of fanfiction might open
up the canon to what are often seen as marginalised
texts whether this be womens writing,
postcolonial texts or childrens fiction.
In his paper, 'Internet Detectives: Performativity
and Policing Authenticity on the Internet', Robin
Stoate analyses an equally significant online
community. Examining social networking websites by
applying Judith Butlers (1999) theory of
performativity, he bridges the gap between first
and second wave approaches through the application
of poststructuralist theory to a digital narrative.
Paralleling Butlers assertion that the
performance of gender is anticipated according to
gender-from-biology preconceptions, Stoate argues
that Internet identities can also be constructed by
fulfilling audience expectations of online
personae. Paying particular attention to the
preservation of authenticity, Stoate shows the
means by which sites are policed by their users.
Ultimately, however, since online identities can
never be truly verified, Stoate concludes that an
ongoing dialogue of performance ensues in which
varying degrees of authenticity emerge.
Finally, in Reading the Code between the
Words: The Role of Translation in Young-hae Chang
Heavy Industriess Nippon
Jessica Pressman analyses the integral ongoing
dialogue between text and code in the work.
Primarily, Pressman concludes that Nippon
exhibits a self-reflexivity which is ultimately
tied to its cultural and political contexts. In
addition, however, in proving a structural,
semiotic and hermeneutic analysis of the work,
Pressmans sophisticated symbiosis also
epitomises the progression from first-wave theory
to second-wave application at which this volume
aims.
The other four contributions start from the
opposite, ludic camp, focusing on various aspects
of narrative in gaming. In his article,
Combat to Conversation: Towards a Theoretical
Foundation for the Study of Games, Matthew S.
S. Johnson outlines and interrogates what he
perceives as a turf war within game
theory. Arguing that game theory, which has so far
maintained a focus on theory as opposed
to analysis, should now begin to
close-read their objects of investigation, Johnson
suggests that ludology should open up its barriers
to literary and narratalogical approaches.
Analysing a number of examples from Indigo
Prophesy in order to understand reader
immersion and narrative motivation in game play,
Johnson demonstrates how picking indicative
examples to support academic assertions, rather
than finding counter-evidence to discredit
innovation, is a much more profitable approach
both theoretically and analytically. In so
doing, he aptly challenges the critical stalemate
that he shows game theory as fostering.
Adopting
Johnsons challenge and providing an entirely
interdisciplinary approach, David Ciccoricco
advocates utilising tools from beyond the
traditional remits of ludology or narrative theory.
In his article, "Play, Memory": Shadow of
the Colossus and Cognitive Workouts,
Ciccoricco argues that relying on only one approach
is inevitably inadequate for games in which both
play and narrative are both central and inevitably
connected. In addition, however, Ciccoricco also
adopts research within cognitive science in order
to consider the role of (procedural and episodic)
memory in video game playing. Using Shadow of
the Colossus as his case study, he analyses
the players engagement with and experience of
the game and its projected fictional world from a
somewhat unique cognitive perspective.
Focussing
on the worldscapes of video games, Esther
MacCallum-Stewart and Justin Parsler consider
player agency a concept that they suggest
has, until now, been taken for granted by game
theory. Analysing Vampire: the Masquerade -
Bloodlines (VtM) they consider what
they define as illusory agency
the process by which readers are
tricked into believing they have
authoritative agency within what is ultimately a
pre-scripted experience. Crucial to their analysis
is the game world itself, with its gothic inventory
and associated motifs. Yet, as MacCallum-Stewart
and Parsler show, the game world in VtM is
a mixture of the familiar and unfamiliar, the
expected and the unusual and it is this stimulating
and enticing hybrid which continually frustrates
the players expectations and ultimately
reminds them of their disempowered status.
In Claiming its Space Michael Nitsche
charts the historical development of machinima from
its origins in the nineteen-eighties hacker scene
to the sophisticated media amalgams of the present
day. Paying particular attention to the use of
intermedial elements, such as film, television,
live event and theatre performance, Nitsche shows
that rather than a simple recording of onscreen
play, much machinima actually exhibits extremely
sophisticated narrative and dramaturgic devices.
Accordingly, the genre requires equally
sophisticated analytical tools to accompany it, not
least because it inhabits a liminal space between
creative gaming and cinematic animation.
Finally,
let us draw your attention to an interesting yet
editorially unsolvable matter: terminology. We
would like to emphasise that individual authors use
a variety of technical terms in conceptually
different ways, with which we did not wish to
interfere, not least because they are each based on
a sound theoretical foundation. To give just one
though crucial example, relating to games studies,
a deliberate distinction between character and
avatar is not always made. Whereas, in this issue,
Esther MacCallum-Stewart and Justin Parsler
maintain that [a]gency first appears
to manifest in the creation of an avatar, or
character, Dave Ciccoricco uses the
term playable character as opposed to
avatar to reserve the latter, in line
with its origins in role-playing games, for
discussions of playable characters that are
configurable to some degree by the user. By
distancing ourselves as editors from terminological
prescriptivism we aim to open up a critical debate
amongst our readers, which we see part of the
further evolution of digital creativity as a fully
recognised aesthetic discipline within
academia.
References
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