Since my first encounter with vooks, I’ve been skeptical. Is this as far as the big-budget content developers are willing to push the medium? I’m using the term broadly to cover not just Vooks® but any digital narrative with a shallow, lackluster interpretation of how video and text can combine to tell a story. I’m talking about a platform that bills itself as the future of reading but actually amounts to little more than ebooks with video illustrations.

Then I found Moonbot’s The Fantastic Flying Books of Mr. Morris Lessmore.

I admit, with some embarrassment, that the idea of children’s vooks had occurred to me, but only as a passing thought. I had seen the work Angela Chang is doing with the iPad, which still makes vooks seem unambitious and unoriginal. But in truth, there really is nothing wrong with a picture book, especially if it’s beautifully executed.

Morris Lessmore is a very beautiful children’s book with wonderful voiceover, fantastic scoring, and breathtaking video clips. There are a few interaction gimmicks, touch things to make something small happen, but the lack of substance in the interactions is overshadowed by the polish and care that has gone into the work. And not all of the interactions are shallow: one page gives a young reader an opportunity to play the piano, and gives adults a preview of the interactive lessons that might be more thickly interweaved into children’s books in the future.

Eugenio Tisselli at Netartery explains why he has stopped creating e-Lit.

“What the hell am I doing?” Do I even know?
These are my thoughts: I refuse to go on creating works of e-Lit only for the sake of exploring new formats and supports, and I strongly disagree with studying e-Lit exclusively from within the academic field of Literature. By its own definition, electronic literature “lives” within electronic media. But have we, as an academic community, realized what electronic devices are doing to the environment? Do we know where the minerals that are necessary to manufacture computers come from, and under what conditions they are extracted? What about the slave labor involved in the manufacturing process? Have we deeply studied the economic implications of using computers as literary tools, in a time in which all our economic systems are collapsing? In one word, are we being responsible? I have seriously asked these questions to myself.
As of today, I have decided to temporarily stop creating new works of e-Lit. I feel that the issues involved in creating artworks with computers are too important to be ignored. So I call for a truly trans-disciplinary, cross-sector research on electronic literature: one that also involves a profound understanding of its environmental and economic effects. One that doesn’t ignore the social and cultural contexts which are being effectively destroyed for the sake of our technology

Tisselli’s moral considerations raise interesting points about the morality of creating art. All creation comes at a cost; what point does the moral cost outweigh the benefit?

Tisselli makes a connection between the production of eLit and the oppressive living and working conditions that make mobile technologies possible. The correlation might hold more weight if more people were supporting these technologies specifically to enjoy digital art. I suspect that is not the case. As a field, we are only a very small fraction of a much larger problem, while as an artistic medium, we are an excellent platform to raise awareness and make a statement. Silencing ourselves will not help as much as speaking out.

Of course, the decision to make art is deeply personal , but if the choice to abstain from creating art is political. Perhaps that energy could instead be channeled into the art itself. New media can reach staggering audiences, and the offending media can sometimes be the best platform for awareness campaigns. Phone Story is a good example: a phone game that comments on the morality of mobile phone production and gives creators a direct line of communication with the targeted audience.

What if, instead of creating art, Virginia Woolfe had refused to create anything? Or the Harlem Renaissance? The Dadaists? We should channel our political energy into creating moving pieces, and eLit could use more serious political works.

Dame Wendy Hall worries that the shortage of female computer scientists is due to the perception of computers as “geeky.”

Hall, who invented a forerunner to the world wide web, said the problem of a scarcity of girls studying computer science was "getting worse" despite huge efforts from the scientific community to address the issue.
Hall, the dean of the faculty of physical and applied sciences at the University of Southampton, told the Guardian that girls still perceive computing to be "for geeks" and that this has proved to be a "cultural" obstacle, so far impossible to overcome.

Hall is right to worry about the lack of women, and to look toward cultural factors that might be contributing. But the perception of nerd culture is a real problem, and it’s more nuanced than “women don’t want to be geeks.”

Sometime in the last couple of decades, it became cool to be a nerd (which is different from a geek though the two are related). When I was young, my favorite caper films involved some kind of “hacking into a mainframe” that I found fascinating. Young Lex Murphy, the girl in Jurassic Park (who was roughly my age at the time) could hack into things. And then there were video games, which were also really cool. I knew that programmers made those, and I wanted to make them too. So if tech is cool, and women are using just as many gadgets as men (if not more), where is the disconnect?

If you look at the young men in the average computer science department, you will find that most of them self-identify somewhere on the “nerd” spectrum. Keep in mind that they do not see “nerd” as a derogatory point, simply as a cultural identifier and useful shorthand for people with similar interests and personality traits. That said, I would guess that many young people come to computer science with an interest in making computer games, or from a more deeply-entrenched identity within nerd culture, so examining these cultures is a good first step toward understanding the lack of women in computer science.

Neither gaming culture nor nerd culture are particularly welcoming towards women, and many women looking in from the outside—even those that share the same interests as nerd guys—do not want to enter an environment in which (they think) mouth-breathing basement dwellers will view them as a sex object. This stereotype, though not representative of everyone in the culture, is accurate enough that it will probably be confirmed as the woman enters the culture, whether she’s told “there are no girls on the internet” or sexually harassed on a web forum or video game. Many women within the culture have found that men (and even other women) assume they don’t belong or are feigning interest to be more attractive to men (or sell to them). And then there’s the problem of many girls not wanting to be in such a small minority, which in turn compounds and perpetuates the previous assumptions about the environment. The more women there are in the club, the more women looking in feel that it’s safe to be a woman in this environment. It’s not that girls are scared of being unpopular, many just don’t want to interact with what they see as a hostile culture.

So the culture that feeds into computer science classrooms isn’t particularly female-friendly, but surely the atmosphere in the classroom is better? Unfortunately, the lack of female role models means that girls often feel out of place or avoid asking questions for fear of confirming stereotypes.

We need to create an environment where girls feel safe and comfortable, an environment where it’s okay to ask questions, where girls won’t feel judged for their sex. And when we’ve done a reasonable job of that, we need to make sure the larger community knows that computer science is welcoming to women. Hopefully once women see that they won’t be alone to fend for themselves in a classroom full of troglodytes, more women will be willing to join the club.

Michael Breidenbruecker of RJDJ, the studio behind the sound-based augmented reality game Dimensions explains how augmented reality uses real life to create a different immersive gaming experience that he calls “personal gaming.”

This should totally be a companion to your real life," he adds. "Most games are designed so that they need your full attention -- you either interact or you don't, but when you interact, you're in that world. What we tried to do is make it work in parallel to whatever you do, to your life, really. You just put it in your pocket, and everything around you is enhanced.

Games that don’t require the player’s “full attention” aren’t new; interruptibility is the bread and butter of the casual game market. However, the idea that this might actually make the experience more immersive is interesting.

Historically, two schools of gaming (and really, digital narrative as a whole) have emerged: one which embraces immersion (console gaming, board games, CAVE installations, the novel), and one which embraces interruptibility and integration (Words With Friends, Angry Birds, serial fiction, blogs). In the past, the two have seemed to be at odds. Even ARGs, which require real-world interaction, are played through the lens of the game environment, and the very idea of “alternate reality” suggests escapism. They require one’s “full attention” to achieve their immersive effect.

What, then, does it mean to be immersive if the aim is not to be carried into a trance? Is the future of gaming—without venturing into gamification—that I might be immersed in a game while buying milk and stopping by the post office?

Faces

In light of a recent MIT experiment on how the brain distinguishes real faces from face-like structures, Yannick LeJacq wonders, “Why do our brains resist the charms of 3D modeling?

What is it, exactly, that stops us from being completely seduced by the increasingly impressive modeling of virtual faces in videogames? […] The left side, as one researcher put is, “does the initial heavy lifting,” while the right side ultimately makes the call. But with recent improvements in facial modeling (such as L.A. Noire), will game developers ultimately be able to trick the right side of the brain entirely?

Perhaps this kind of research may be the key to traversing the uncanny valley.

Responding to Lori Emerson’s comments on the introduction of the term “electronic literature” by the ELO, Jill Walker Rettberg begins a history of the term’s use, as well as an analysis of how the terms of the field have changed over time.

We’re arguing semantics, but it’s important to recognize the continuity of a field, even if we’re now calling that field something new. A rose by any other name.

Susan Arendt would like to thank L.A. Noire and Rise of Nightmares for failing:

As the year comes to a close, we tend to look back with affection on all the great gaming experiences we had - but I don't want to do that right now. Instead, I'd rather take a look at two big, fat failures: one that will be remembered more for the meltdown of its development team than for its actual gameplay, and one that likely won't be remembered at all. Though neither game did gangbuster sales, they were important for a very specific reason. Any game can fail by simply being boring, or poorly made, or uninspired, but these two games failed trying to be spectacular, fresh, and new.

Anne Mangen explores how haptic responses shape our understanding of text. She’s interested in what we gain from physically touching a book.

Haptic perception is of vital importance to reading, and should be duly acknowledged. The reading process and experience of a digital text are greatly affected by the fact that we click and scroll, in contrast to tactilely richer experience when flipping through the pages of a print book. When reading digital texts, our haptic interaction with the text is experienced as taking place at an indeterminate distance from the actual text, whereas when reading print text we are physically and phenomenologically (and literally) in touch with the material substrate of the text itself.

The problem with this argument is that it makes assumptions about the virtues of haptic feedback, positing that some subconscious phenomenon occurs that shapes the reading experience when we physically touch a book. The physicality of the book does not bring us any “closer” to the materiality of the signified. We can’t rely on the assumption that the ability to touch or feel our content enriches it without an argument for why it does, and many of the current arguments can be explained by bad interfaces or other outside factors. Superficial arguments, like that haptic feedback signals to the reader where she is in a book, ignore the fact that much of this information can be easily mimicked by other technologies: completion percentage or a scrollbar with a “page x of y” display are now familiar substitutes for assessing how far one is in a story. How many of us really physically feel where we are in a story beyond the first and last few pages anyway?

Mangen isn’t just interested in ebooks; she writes of hypertext fiction:

In Narrative as Virtual Reality [Marie-Laure Ryan] concludes that ‘the hypertext format could provide the type of immersivity of the detective novel, as do some computer games, if it were based on a determinate and fully motivated plot’ […] I will argue, however, that when it comes to the (in)compatibility of digital technology with phenomenological immersion, plot is not the whole story. In my view, the incompatibility has at least as much, if not more, to do with the sensory-motor affordances of distinctly different materialities of technology than with plot.

(This explains why early stories like Esther and Ruth, which were designed for the sensory-motor affordances of the scroll, worked so poorly in the form of the codex book that they were soon forgotten. – MB)

I’m skeptical that haptic feedback is really at issue here. One can imagine a work in which tactile sensation is important (“words that yield” takes on a new meaning) but surely haptic feedback is not the only—or even most important—component. Do touch or—more broadly—mimetic sensations encourage more immersive experiences, or are other factors at play? How does agency contribute? It seems plausible that certain physical actions illicit Pavlovian conditioned emotional responses, but is there research to support such claims? Is touching an object, alone, enough to trigger such a response?

Credibility

Kat Austen asks "What gives scientists—and writers—credibility?"

It’s intuitive, but being told it by a chap at Microsoft Research added the gravitas needed to move it from “common sense” to “information”. His position there gave him credibility.

It's obvious for scientists and researchers but writers? (I believe this attitude is antithetical to the spirit of science. Nobody cares where you’re from if you’re right. If your sums don’t add up, nobody cares that you have a job at Harvard. – MB) Austen means science writers, but is this true for novelist and eLit writers as well?

How important do you think institution is for credibility? Tweet replies to @HTLit hashtag #eLitCred

617

Creator Katie Shannon and executive producer Amy DePaola introduce 617 The Series, a new media project aiming to bring TV-formatted serial episodes directly to the Web. The production quality is high, and the acting is great (Nick Apostolides , who appeared in Mark Bernstein’s The Trojan Girls, steals the show as Sully).

Aside from a few standout examples of high-quality short web serials, the television and film industries have lagged behind the publishing and music industries in terms of producing content designed primarily for Web distribution. Shannon and DePaola hope to change that.

Musicians like Amanda Palmer and Jonathan Coulton have embraced self-publishing on the web as a way to connect more directly with fans. DePaola shares her hope for 617 to have the same connection with fans:

We can control the content that is addressed in the series as well as make the experience for our audience more fulfilled by providing a curtain behind the show. Right now we allow our audience to experience more than just our pilot by providing spoof videos, which allow you to learn more about our characters, as well as a podcast where Katie and I discuss the creative initiatives that we are taking. As our funding increases we hope to expand the interactive experience that our audience can have with our cast and production.

The next step for 617 is to secure funding, and the producers have created a Kickstarter project to expand the show into a multi-platform new media experience. DePaola explains the project:

The web based platform allows us to understand our audience more. That is a no-brainer these days. For us to figure out how to better engage our audience we definitely need more funding for our social media and marketing campaigns. We'd love to expand into applications and games for our audience to participate in that are inspired by or related to the characters on our show.

The Kickstarter deadline is January 16. The money will fund production of two more episodes and the marketing behind the social media aspect of the show.

The New River journal of digital writing and art recently released its fall 2011 issue, which includes submissions from established and rising voices in the electronic literature community.

Changed
by Andy Campbell and Lynda Williams
Sunflowers on Quaker Church Road
by Chris Funkhouser and Amy Hufnagel
Concrete Perl, The Two, and Through the Park
by Nick Montfort and Natalia Fedorova
The Olin and Preston Institute
by Jason Nelson and Creative Writers of VT
Mythwatch.org
by Alan Bigelow and You

Interesting new work that we look forward to reading.

Stacey Mason teaches Tinderbox in the shadow of the Woolf’s.

Eastgate recently returned from another successful Tinderbox Weekend in San Francisco. Tinderbox users have been calling for more tutorial materials and hands-on instruction, so this weekend focused less on case studies and more on group instruction.

Eastgate took a more classroom-style approach to this weekend, with Stacey Mason leading sessions on mechanics while Mark Bernstein and Mark Anderson supplemented with talks to establish context and provide use cases for the lessons. Attendees were even given a broken dashboard which they worked together to fix. Toward the end of the weekend, we looked at a prototype Tinderbox outline reader for iOS.

As is always the case at Tinderbox weekends, the fascinating attendees came from a wide range of backgrounds. Hypertext pioneer Ted Nelson attended for a first-hand look at Tinderbox as a hypertext system. Nelson is a well-known avid note-taker, who was never without a tape-recorder, pen, and paper, and he had several interesting contributions and ideas for future iterations of Tinderbox. Nelson also honored attendees with a demo of both ZigZag and Xanadu interface implementations.

Join us at the next Tinderbox Weekend in Boston, Feb 4-5.


Gimmicky interactive book covers might be the publishing industry’s next marketing strategy. Might they save us from book trailers?

In preparation for what sounds like a very promising reading session at MLA 2012, Alan Bigelow answers several questions at the heart of electronic literature today.

At one point Bigelow asserts that no idea exists which can only be conveyed through an electronic medium, no idea that can't be conveyed through traditional media. "It's the idea that counts," he says, not the delivery.

While I think this is superficially true, there is a powerful performative aspect to electronic literature unique to the form, and which can create a different relationship to the work than other forms. This isn't to say that this connection can express a certain idea that others can’t, that it can express it in a different way than other forms. The role of the reader's relationship to an avatar, for example, might make the player directly responsible for a catastrophe. This doesn't always happen, but the fact that it can makes electronic literature very different. It's the difference between reading "To know my deed, 'twere best not know myself" and feeling the regret of knowing that you, the reader, killed Duncan out of ambition and a lust for power that you actually felt first-hand.

Bigelow also argues that the story is more powerful than the level of interactivity, and I think he's right. You won't actually feel sorry for killing the king if he hasn't been properly developed as someone you should feel sorry for killing. Likewise, a flashy interactive piece loses its impact if the story isn't good enough for the interaction to mean something. The problem with things like vooks is that there needs to be a good reason for the piece to have video, sound, or "interactivity," and it needs to be part of the original concept of the work, not an awkwardly interjected afterthought. The story and impact have to gain something from a piece being interactive, otherwise interactivity is just a gimmick. And gimmicks are not art.

The issue of misogyny in video game development and gaming culture is not exactly new, but within the academy we tend to treat it as a solved problem. So, when I read Nicole Leffel’s incisive look at the culture of dismissal that blankets the topic, I wanted to hug her. She puts into words a vague feeling I couldn’t express clearly at the last few “women and gaming” panels and events I’ve attended. Recognizing that women play games does not absolve the sexism of these games.

Feminism takes many forms which can often seem to contradict each other, and it can be difficult to reconcile what the “correct” approach to feminist problems should be.One school of feminism suggests that treating women with special reverence is a form of charity that subverts the idea of equality, that we should ignore gender differences altogether. Another school suggests that by subverting gender differences we are suggesting that femininity is something which should be suppressed, and we should therefore celebrate differences. One school wants to be freed of sexual objectification, another wants to embrace the power of female sexuality. How do we please everyone?

The last “women in gaming” panel I attend was at Pax East in Boston, where the women commented that they weren’t offended by women being sexy, they were offended by their lack of characterization or the ability to play a female character at all. This took me aback a little; surely these women weren’t saying it was okay for Lara croft’s gigantic breasts to be growing with each game while her outfits get smaller and smaller. But they were. They praised Dead or Alive: Xtreme Beach Volleyball for having a huge roster of female characters, excusing the fact that every one of those female characters wears skimpy bikinis and has animated breasts. At least they had a selection of female characters. It was as though the entire panel had set out to prove that they weren’t jealous of the female characters, a claim often thrown around to dismiss accusations of objectification, so therefore you could trust the rest of the feminist things they were going to say.

Objectification is a point on which feminists could easily find common ground. Games are fantasies of control, and there is a difference between being sexy and being objectified. When role playing, people like their avatar to be ideal: attractive, powerful, cool. If the character is too sexually focused, the character is no longer realistic enough for the player to attach consciousness to it. The problem is not that women in games are sexy, it’s that the sexiness is not styled in a way that women are meant to relate to.

In most games, excessive sexuality is either offensive or comedic. Either way, women are on the butt-end. It’s not hard to make a character attractive without making her grotesque. These are not instances of women actively using their sexuality for empowerment. Players are able to manipulate oversexualized characters into submissive positions or subvert their agency in other ways.

Laura Mulvey’s idea of the subjective male gaze posits a power difference, inherent in film, that derives from the subversion of the female who is styled by males as an object for male pleasure. In games, this is the equivalent to male developers creating a half-naked female character with grotesque proportions and physics-defying jiggle mechanics, but the difference between a sexist character and a non-sexist one is more complicated than how naked she is; the issue comes from why she is half-naked.

Characters like Kratos or Conan run around shirtless, but their bodies are not framed or able to be manipulated in a way that is designed to make them them the object of sexual fantasy. Their purpose, rather, is to enact male power fantasies. They are the character a male wants to identify with. Naked female characters, on the other hand are generally not there there to for women to identify with their sexual power, they are there to pleasure and serve the (heterosexual) male audience. Overly stylized sexuality prevents any audience—male or female—from being able to relate to the character.

Stay tuned for more on agency and identity in female characters.

Patanoir, Simon Christiansen’s brilliantly clever IF piece, introduced me to the concept of pataphor—and by extension pataphysics, a concept of “physics beyond metaphysics” or “the science of imaginary solutions.” Patanoir opens with the definition of a pataphor:

Pataphor (noun):

  1. An extended metaphor that creates its own context.

  2. That which occurs when a lizard's tail has grown so long it breaks off and grows a new lizard.

- Pablo Lopez 

This definition, and understanding of the concepts behind it, allow for interesting play between language, concepts, and the imaginary. If John controls a chain of events, feeling constricted and even suffocated by it, Mary might stumble in upon John’s actual dead body, tragically choked to death by the chain.

Patanoir explores this idea through the lens of the protagonist, you, a private detective who has come off your medication against your doctor’s advice. Anytime the text uses a simile and something is like something else, you can interact with the metaphorical object because, well, you’re crazy.

>x baron
Thin, as though his skin had been draped over his skeleton with nothing in between. Dark blue eyes, like deep lakes carved into his face. His hair is grey.
> dive into lake
You dive. The surface of the lake approaches quickly, until it fills your entire field of vision. Then the cool water surrounds you.

 

This structure leads to interesting puzzles and creative solutions. While at first it seemed to make the puzzles too easy—most can be solved by examining everything in a room, with similes being huge flailing pointers toward clues—the character implication for these strategies became more interesting than the puzzles themselves. Sure, you can enter the room, skim the text and scan for the keyword “like,” but such a reading suggests that you’re more a part of the protagonists delusions than the reader’s detached and objective reality, interesting implications for reader-protagonist identification.

Brian Dettmer has found an incredible way to repurpose dead tree books; he carves them into breathtaking physical sculptures.

In this work I begin with an existing book and seal its edges, creating an enclosed vessel full of unearthed potential. I cut into the surface of the book and dissect through it from the front. I work with knives, tweezers and surgical tools to carve one page at a time, exposing each layer while cutting around ideas and images of interest. Nothing inside the books is relocated or implanted, only removed. Images and ideas are revealed to expose alternate histories and memories. My work is a collaboration with the existing material and its past creators and the completed pieces expose new relationships of the book’s internal elements exactly where they have been since their original conception.

HTLit spent the weekend at MIT for the second international Web Art Science Camp, Dangerous Readings.

We weren’t entirely sure what to expect, and initially tried to closely model E-LitCamp. However, the group was very active and participatory, and the space was very good for fostering more informal discussion. Influenced by Alan Dix’s description of Tiree Tech Wave, it soon became clear that enforcing a session structure would only dissuade productive conversations.

The weekend opened with Bill Bly’s excellent presentation of We Descend Volume 2, which set the tone for interesting discussion that continued through the weekend. Bly’s demo confirmed that hypertext literature has indeed come a long way from the StorySpace works of old, while still embodying the very essence of hypertext literature. The text, like the first volume, is very much exploratory, and the spatial relationships of the interface encouraged an excellent discussion of authorial process—should form follow content or vice versa?—that became a recurrent theme throughout the weekend. It also raised questions of what should be shown to the reader, which bits of text are reserved for the author’s personal notes; if hypertext affords some overlap, how does it shape the work?

MIT’s Angela Chang demoed an interactive iPad narrative for children that encourages parent-child reading and interaction. The work met much adoration from the group, and spawned an interesting of how interactive narratives and interfaces encourage different reading and thought patterns, particularly in young children. Chang explained that children were able to recognize a relationship between text and meaning from a much younger age while engaging with the work.

Jonathan Brandl and Nick Apostolides starred in a dramatic reading of Mark Bernstein’s hyperdrama The Trojan Girls, an interesting spin on The Trojan Women that takes place in the not-so-distant future during the second American Civil War. The work argues that hypertextual recombination of dramatic dialogue can yield identical plots while changing other facets of the text (adding subtext, changing inter-character relations, etc). A fruitful discussion followed the reading, which examined the nature of reordering plot events and the relationship of constraints and narrative building.

Remix aesthetics and cross-media adaptation were recurring themes of discussion, seen in informal presentations of Meanwhile for iOS, Steve Meilleux’s 100 Days work, and The Trojan Girls. A reader takes a unique pleasure in recognizing familiar elements in a remixed work—discovering and recognizing implicit links—and there was much discussion over how much an understanding of context adds to a work. Other recurring themes included publishing models, sources for new work, the role of the institution in fostering creation, the value of criticism, and anticipating reader experience in the writing process.

The weekend was very successful and, personally, very helpful for clarifying and focusing ideas for future research. Huge thanks to Eastgate and MIT’s Comparative Media Studies and Writing and Humanistic Studies programs for sponsoring what was ultimately a very productive and engaging weekend.

Twitter archives are available, as is a trip report by Andrew Plotkin.

JODI

Nick Briz, a Chicago-based tech artists discusses the aesthetics of JODI’s glitch art:

There are few conceptual artists whose work illicit the same response years after it’s production, JODI want people to see their work (and read their emails) and be caught off guard, be confused, upset, scared, ecstatic, and never comfortable about technology.
It’s probably easiest to view JODI’s work through a Cagean or dada-lens, and while that’s a valid (and often appropriate) perspective to take, personally I’ve become more interested in the way work like JODI’s questions and/or calls attention to our relationship with digital technologies. A point of tension we can’t ever seem to get over within the “arts” (and society at large) is whether technology is inherently good or evil, whether it will augment reality or destroy humanity. The truth is technology isn’t inherently anything.

Paper

Lee Rourke tells us why creative writing is better with a pen. Surprise: it’s not the smell of paper! Rourke argues for writing with a pen, MOVING beyond the standard stationery fetish, and he’s not alone in his preference.

"Pen and paper is always to hand," agrees Jon McGregor. "An idea or phrase can be grabbed and worked at while it's fresh. Writing on the page stays on the page, with its scribbles and rewrites and long arrows suggesting a sentence or paragraph be moved, and can be looked over and reconsidered. Writing on the screen is far more ephemeral – a sentence deleted can't be reconsidered. Also, you know, the internet." 

The real message should simply be “write.” It doesn’t matter if you dress it up in fancy paper or bang it out on a screen.

Just write.

Genre

MLA 2012 will host an Electronic Literature Exhibit, curated by Dene Grigar, Lori Emerson, and Kathi Inman Berens. From the exhibit website:

Because the ultimate goal is to present electronic literature in a way that makes it understandable to non-practitioners and scholars new to it, we have chosen to organize the work, first, by medium—desktop, mobile, and readings and performances—and, second, by approach and style, like locative, multimodal, and literary games, instead of genres, such as hypertext fiction or flash poetry, etc., usually associated with electronic literature.

This statement makes an interesting supposition about genre in eLit, namely that it is a relatively unchanging—a bold assumption in such a young field, but one that is made frequently. If our genres aren’t based on approach and style, what are they based on?

Perhaps it may useful to look to other artistic forms. Genre is a shorthand for the reader to understand how to approach a work. If we separate art into content and delivery—terms which do not exactly correspond with the narratologists’ fabula and sujet, but are more concerned with subject and form respectively—we see that different media take different approaches to classifying genre. Music focuses almost entirely on delivery and formal issues, especially within popular music. The lyrics to a song make no difference to which genre the song belongs, hence why artists of different genres cover the same song, altering the delivery to fit the constraints of their own genre.

Film and books are a bit more complicated. If an alien appears in your story, no matter how it’s framed, it’s a good bet your story will be shelved in sci-fi; thus, we have a case for genre being content-controlled. However, genres also have established formal conventions: we expect more extreme long shots in epic battle films than in romantic comedies. We expect that biographies will have a certain discursive structure and tone. Moreover, delivery and formal treatment might push a film from a drama to a comedy through a complex combination of fabula and sujet. Genres blur together, and edge-cases are easy to find.

What about video games? The gaming industry has established genres based on interaction method. An action-adventure game and a first-person-shooter might have the same story, items, enemies, protagonist, and tone. The genre is completely defined by delivery, though certain genres tend to keep to similar content.

Most eLit researchers (including the exhibit curators) have defined eLit genres in terms of the genres proposed by Katherine Hayles in Electronic Literature: New Horizons for the Literary . Hayles outlines several genres of eLit: hypertext fiction, network fiction, locative narratives, installation pieces, codework, generative art, and Flash poem. Again, we see a focus on interaction method (delivery) over content, regardless of fabula or sujet.

Genres are indeed a useful shorthand for discussion, however we shouldn’t feel constrained by them. Platform-specific demarcation, while useful and well-conceived in the context of the exhibit, is not plausible for serious academic discourse. Some forms, such as interactive fiction, have clear conventions and expectations. More nebulous corners of eLit, like the catch-all “digital poetry,” might benefit from the definition of clearer poetics and critical practices before we corral ourselves into genres.

Christine Wilks’s Out of Touch is an exploration into the detachment and superficiality of virtual interaction through video poetry reminiscent of the Expressionists. The piece opens with a black screen, ambient typing noise, and inviting phrases that the reader will recognize from various social networking platforms. As text appears and disappears, the nebulous background coalesces into two ghostly images, faces reduced to abstractions.

The audio, video and starkness of the piece serve the mood very well, imparting feelings of loneliness and uncanny horror. Brian Kim Stefans’s assessment that there are “echoes of The Scream” in this piece is certainly founded. The ghastly monochrome visuals evoke feelings of detachment, curiosity, and repulsion that are all a part of the online experience.

The lines of text often complement the other media well, but the places where they don’t are too numerous to ignore. I’m reading this with acute awareness of the postmodern, and the aesthetics that generative works have contributed to digital poetry, but I grow tired of the poets—presumably caught up in the quest to combine words in new ways—forcing the reader to decipher or impose meaning onto nonsensical phrases.

Some lines are clear and resonant: “Do I mean anything to you?” But these are often overshadowed by cryptic lines like “You’re too touchy typey” or “Dream me texts” that are grammatically on par with generative poetry. The words themselves are not sufficiently emotionally charged, not effective forms of rhetorical devices, and not presented in such a musical rhythm as to excuse the lack of clarity. There are many arguments for why these lines might work—fractured language symbolic of fractured relationships, a reflection of online communication, it’s fashionable in digital poetry—but the piece does not gain anything from such grammatically fractured lines that couldn’t have also been achieved through clearer language.

Still, the visuals are powerful, and the work as a whole successfully explores loneliness and the fetish (and artifice) of human connectedness inherent in social media, a theme to which many of us can relate.

When I first read Jason Shiga’s Meanwhile, I thought it was a clever idea. Though I thought the form would have been easier to follow on a computer screen, I recognized that much of the charm came from the fact that it wasn’t. Still, when I found out that Andrew Plotkin was working on an iOS implementation, I was excited to see how the adaptation compared to the codex version.

Interacting with the narrative on the iPad feels very natural. All of the story’s panels are contained in a single sprawling map. The current panel illuminates while the rest of the map darkens around it. Tapping on the panel moves you to the next panel or decision. At any time, the reader can select to browse the entire map, and can select any panel to begin the story from there.

The background doesn’t darken very much, so distraction and temptation from other panels is constant. At first I took objection. Surely, the digital platform allowed the author to force the reader to follow the panels as they were intended. But the distraction of possibilities of alternate pages and panels is also present in the original; at any time, a reader can flip to a new page and start the story from there. In that respect, the fact that the reader is free to explore the entire map is a deliberate release of control that could have been more rigidly enforced by the author or implementor—a good decision in keeping with the spirit of the original codex. Where the book controled how visible the consequences of choices were by hiding them on another page, the iPad interface analogously hides consequences with zooming when necessary. My only complaint is that I think the legibility might benefit from the map being more closely-zoomed by default. This problem is easily fixed with pinch zoom, but moving to the next panel automatically resumes the default zoom level.

Zooming issues aside, Meanwhile uses Scott McCloud’s idea of the infinite canvas to good effect. McCloud points out that the space-as-time metaphor can be better used digital comics because authors can make temporally distant events also physically distant without the fear of wasting paper. The narrative of alternate timelines benefits from the events being laid out on the same screen to give the whole work a feel of simultaneity.

There are few funny hypertexts. Is comic writing really that hard? Steve Almond weighs in on writing funny.

The comic impulse is, in essence, a form of radicalism, an attempt to subvert the predictable bromides of our superegos. It's the force that propels well-behaved little Philip Roth from the comfy suburban confines of "Goodbye, Columbus" to the libidinal jungle of "Portnoy's Complaint." It's what allows Aristophanes (or, for that matter, Jon Stewart) to express moral outrage without moralizing.
The reason young writers have so much trouble "writing funny" is because they are so often dead-set on appearing serious. They view any trace of mirth in their prose as proof of their frivolity, a judgment that critics tend to ratify.

Though clearly written in a pre-9/11 bubble of optimism, David Brooks’s idea of The Organization Kid has been particularly resonant in a recent revival of generation wars. So what happened to the hyperachieving students, those energetic meritocratic elite? Many of them became disillusioned 20-somethings. And somewhere underneath this tired, we-have-it-worse generation war, there’s a question of the role of the institution.

American universities are good at churning out walking resumes, but isn’t the role of academe to teach students how to question, how to think critically, how to analyze? Should universities be expected to undertake such issues of character building? Or is this the natural byproduct of letting everyone into the sparkling pearly gates of College with promises of middle-class security on the other side?

Game theorist Tom Chatfield and Second Life creator Rob Humble discuss how to engage players within virtual worlds.

Humble believes the secret to sustainable virtual worlds is meaningful user-created content and interaction “so that [users] are not waiting for developers to be making all the content.” World of Warcraft would disagree, and seems to have succeeded through precisely the model Humble denounces. What both models share is a system that fosters interpersonal relationships and constructs social models and hierarchies within that system. Both feature currency to reward invested time, but currency also translates into in-game goods that pander to our desire for social status and the admiration of our peers.

The discussion reminds us of social facets of virtual worlds, but does little to address engagement beyond mirroring real life and making it more rewarding. Is it possible to create engaging, personalized narratives for each player, all interweaving and coming together to form a larger story with different points of view? How do we do this while preserving a sense of agency for the player?

Taste

Dept. of the End Of Books

Writing in Lapham’s Quartrerly, Chris White offers a thoughtful and educated approach to the perils that the publishing world faces—and more importantly, how these perils will affect the existing ideal of “literature” and the crowning of its next generation. He writes,

When we speak of literature, we should not imagine that we are speaking of some stable and enduring Platonic entity. The history of literature has always been about its highly mutable institutions, whether bookstores, publishers, schools of criticism, or, for the last half century, the mass media. In other words, literature has always been about the struggle over who would have the social authority to determine what would count as literature. Early on, this authority seems to have been the possession of men who had the privilege of owning printing presses and bookstores. In our own time, the most compelling claim to this authority comes either from the capacious bosom of Oprah Winfrey and her bathetic book club, or from the arid speculations of those Hollow Men on a publisher’s marketing staff.

White doesn’t subscribe to the “books are doomed” cliché, and he doesn’t idolize the small, independent bookstore; which he remembers as nothing more than a few disappointing tables of bestsellers surrounded by decorative bookshelves and served by employees who didn’t read. White disputes the idea of content and of the book as a platform, and likes to jab at “content providers” and “the techno-hip” to little purpose. But his concern lies in the idea of the bookseller as an usher of taste, seeing large bookstores, mass media, and internet culture as having the ability to control the institution of “literature.”

Criticism and recommendation are the points at which his arguments become contradictory. He focuses on the power of the publisher and seller to influence the idea of what is “literature” (and therefore what is “good”) and on the power of the internet to influence the masses, but doesn’t reconcile the competing ideals of literature as a high-brow endeavor beyond bathetic pop-culture recommendations.

Now, through word of mouth and blog site recommendations, some will find that book of poetry, although those folk will be, I suspect, mostly poets themselves, reduced now to a rarified species of hobbyist no greater in number than those enthusiasts who attend quilting fairs. (In all honesty, this is already a done deal.) But the population of people interested in finding that transforming book will become ever smaller. Literature requires a culture, a book culture, and the ebook and the web, for all of their wizardry, will forever be solipsistic.

Beyond this contraction, White has painted himself into a corner with the idea that taste is an institutional product. Though he doesn’t acknowledge it directly, academia is responsible for the very idea of literature that White wants to protect. The intellectual elite shape literature into anthologies, archives, theories, and syllabi, naturally preserving the notion of “literature” and assigning merit to work they have collected while damning rejected work to be dismissed or—worse—forgotten.

So at the end of the day, how do we find the good work? Everything relies on thoughtful review. We need more well-written, thoughtful criticism. And in the eLit world, first we need more writing.

PBS’s OffBook series brings several of the most respected names in gaming together for a look at how video games have made the transition to art through mechanical and narrative engagement.

Mark Wernham packs the fragments of a novel in progress into Machine #69, a "‘fractured digital experience’ that "half-tells the story of a time-travelling salesman who is trying to save the world in the 1960s.” The voice acting is superb, and the script is cleanly written though it sometimes verges on beat parody.

It was early. The diner was serving breakfast. The diner served breakfast all day, and most of the night. Jefferson pushed the glass swing door open and sat down on the banquette nearest the solitary waitress. He made sure he caught her eye.

The navigational scheme – a collection of icons linked to story fragments, arranged in what seems to me to be an arbitrary pattern – is not entirely convincing. It provides access and agency, but there’s not much sense of structure or intentionality. New media skeptics always fear that their leg is being pulled, and the arbitrary interface might reinforce their anxiety.

Machine #69 recalls Ryman’s 253, and especially Bob Arellano’s Sunshine ’69 both in its embrace of arbitrary connection and its fond nostalgia for the era when cheap booze, good drugs, fast cars and hot guns seemed to offer everything worth wanting and when nothing was worth wanting very much.

Last night’s Purple Blurb event featured Russian video poet Natalia Fedorova, who gave a short lecture on the historical influences and motivations of Russian digital poetry before showing several video pieces. Her work has strong roots in futurist poetry, as well as other modern traditions of collage and montage. Music was heavily featured in most of the pieces, as was the remixing and repurposing of video clips.

The evening capped off with a promising Q&A session that fell just short of interesting debate. One question observed that avant-garde cinema had clearly been an important influence on “video poetry” and asked what, if anything, distinguished the two. Rather than the given answer (which spoke to the institutionalization of the form in shaping the nomenclature), the question evokes a deeper argument on why these digital works are considered “poetry,” with interesting implications on how we make such distinctions in ever-converging media. Most of the works featured had a particular emphasis on text or spoken language. There was also a clear focus on speech pattern and rhythm in relation to music, though in most cases the two were intentionally asynchronous. Such work forces us to rethink media as a spectrum rather than discrete forms.

Another questioner observed that much of the repurposed video shown in the work had come from diverse cinematic traditions. What significance does this suggest for video poetry as a whole? I think this also returns to the convergence of media. While it’s important to recognize the historical significance of such traditions, we must also keep in mind that in combining media, all the aspects that make up a work come from different traditions. This does not mean we can’t still talk about the work as a combined whole.

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