Literary Art in Digital Performance

Literary Art in Digital Performance
Author: Francisco J. Ricardo
Publisher: Bloomsbury Publishing USA
Total Pages: 201
Release: 2009-11-26
Genre: Social Science
ISBN: 1441117997

Literary Art in Digital Performance examines electronic works of literary art, a category integrating the visual+textual including interactive poetry, narrative computer games, filmic sculpture and projective art. Each case study/chapter is followed by a 'post-chapter' dialogue between editor and author - providing further entry points for theoretical analysis.

Electronic Literature as Digital Humanities

Electronic Literature as Digital Humanities
Author: Dene Grigar
Publisher: Electronic Literature
Total Pages: 0
Release: 2022-08-25
Genre: Literary Criticism
ISBN: 1501373897

Provides a context for the development of the field, informed by the forms and practices that have emerged through the years, and offers resources for others interested in learning more about electronic literature.

The Bloomsbury Handbook of Electronic Literature

The Bloomsbury Handbook of Electronic Literature
Author: Joseph Tabbi
Publisher: Bloomsbury Publishing
Total Pages: 770
Release: 2017-11-30
Genre: Literary Criticism
ISBN: 1474230261

Winner of the 2017 N. Katherine Hayles Award for Criticism of Electronic Literature A CHOICE Outstanding Academic Title 2018 The digital age has had a profound impact on literary culture, with new technologies opening up opportunities for new forms of literary art from hyperfiction to multi-media poetry and narrative-driven games. Bringing together leading scholars and artists from across the world, The Bloomsbury Handbook of Electronic Literature is the first authoritative reference handbook to the field. Crossing disciplinary boundaries, this book explores the foundational theories of the field, contemporary artistic practices, debates and controversies surrounding such key concepts as canonicity, world systems, narrative and the digital humanities, and historical developments and new media contexts of contemporary electronic literature. Including guides to major publications in the field, The Bloomsbury Handbook of Electronic Literature is an essential resource for scholars of contemporary culture in the digital era.

Handbook of Intermediality

Handbook of Intermediality
Author: Gabriele Rippl
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 850
Release: 2015-07-24
Genre: Literary Criticism
ISBN: 3110393786

This handbook offers students and researchers compact orientation in their study of intermedial phenomena in Anglophone literary texts and cultures by introducing them to current academic debates, theoretical concepts and methodologies. By combining theory with text analysis and contextual anchoring, it introduces students and scholars alike to a vast field of research which encompasses concepts such as intermediality, multi- and plurimediality, intermedial reference, transmediality, ekphrasis, as well as related concepts such as visual culture, remediation, adaptation, and multimodality, which are all discussed in connection with literary examples. Hence each of the 30 contributions spans both a theoretical approach and concrete analysis of literary texts from different centuries and different Anglophone cultures.

New Directions in Digital Poetry

New Directions in Digital Poetry
Author: C.T. Funkhouser
Publisher: A&C Black
Total Pages: 341
Release: 2012-01-19
Genre: Social Science
ISBN: 1441115919

Examines a range of innovative practices and processes in digital poetry published on the global computer network during the past decade.

Electronic Literature as Digital Humanities

Electronic Literature as Digital Humanities
Author: Dene Grigar
Publisher: Bloomsbury Academic
Total Pages: 393
Release: 2021-01-28
Genre: Social Science
ISBN: 1501363506

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.

Digital Art and Meaning

Digital Art and Meaning
Author: Roberto Simanowski
Publisher: U of Minnesota Press
Total Pages: 309
Release: 2011
Genre: Art
ISBN: 0816667373

How to interpret and critique digital arts, in theory and in practice.

Theatre and the Digital

Theatre and the Digital
Author: Bill Blake
Publisher: Bloomsbury Publishing
Total Pages: 100
Release: 2014-10-02
Genre: Performing Arts
ISBN: 1137355786

Why should the digital bring about ideas of progress in the theatre arts? This question opens up a rich seam of provocative and original thinking about the uses of new media in theatre, about new forms of cultural practice and artistic innovation, and about the widening purposes of the theatre's cultural project in a changing digital world. Through detailed case-studies on the work of key international theatre companies such as the Elevator Repair Service and The Mission Business, Bill Blake explores how the digital is providing new scope for how we think about the theatre, as well as how the theatre in turn is challenging how we might relate to the digital.

Literary Gaming

Literary Gaming
Author: Astrid Ensslin
Publisher: MIT Press
Total Pages: 217
Release: 2023-08-15
Genre: Social Science
ISBN: 0262548836

A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology. After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary “auteur” game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.