Nr. 37
(2007) ISSN 1617-6901
frühere Ausgaben

hg. v. Astrid Ensslin und Alice Bell (Editorial)

Latin American Hyperfiction | Fanfiction | Internet Detectives | Young-hae Chang Heavy Industries's Nippon | Combat to Conversation | Shadow of the Collosus | Vampire the Masquearde | Machinima



Hypertext in Context: Space and Time in Latin American Hypertext and Hypermedia Fictions [English]

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'.

Canons and Fanons: Literary Fanfiction Online [English]

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.

Internet Detectives: Performativity and Policing Authenticity on the Internet [English]

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.

Young-hae Chang Heavy Industries's Nippon and the Aesthetic of Compilation [English]

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.

Combat to Conversation: Towards a Theoretical Foundation for the Study of Games [English]

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.

"Play, Memory": Shadow of the Colossus and Cognitive Workouts [English]

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.

Illusory Agency in Vampire: The Masquerade – Bloodlines [English]

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.

Claiming Its Space: Machinima [English]

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'.

Archiv: 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