Language |H|as a Virus: cyberliterary inf(l)ections in pandemic times
Diogo Marques, Ana GagoWhile presenting a series of four selected E-Lit artworks, Marques and Gago demonstrate how our recent pandemic will affect new media art, similarly to the ways in which the Athens Plague affected the writing (and reception) of Greek tragedies. And the same goes for Cinema and Aids, smallpox and illustration, photography and the third bubonic plague, usw.
“AN INTERNET BARD AT LAST!!!”: The Precarious Power of Alt-Lit Poet Steve Roggenbuck
Leah HenricksonA critical encounter with one of alt-lit (alternative literature) movement’s most renowned contributors, whose moment (like many in this scene) has passed. Citing Christian Howard, Leah Henrickson advances the argument that “[w]e’re at a turning point in literary studies, and we need to confront how the changes in mode are affecting – and are affected by – the alternative networks of circulation within these digital spaces.”
Electronic literature as a method and as a disseminative tool for environmental calamity through a case study of digital poetry ‘Lost water! Remains Scape?’
Shanmugapriya T, Deborah SuttonReflections on an emerging digital poetry whose primary theme is ecological loss, and personal reminiscence.
Digital Narrative and Experience of Time
Erika Fülöp, Serge BouchardonThrough the examples of three types of digital stories, including an interactive narrative for the smartphone based on notifications, a web narrative based on a real time data flow, and the widely used social media feature of stories, Bouchardon and Fülöp explore the relationship between the digital, temporality, and narrative. They ask, "what new narrative forms, or even new concepts of narrative do these new temporal experiences provided by digital technology offer to us?"
The Art Object in a Post-Digital World: Some Artistic Tendencies in the Use of Instagram
María Goicoechea de JorgeWhile defining the art object in a post-digital world, Maria Goichoechea de Jorge observes in media artists a nostalgia for an analogue craftsmanship; a rebellion against machinic perfection; and a resistance to forms of human creativity that propel us into an ever more profound symbiosis with our technological lifeworld.
Repetition and Defamiliarization in AI Dungeon and Project December
Alex MitchellAlex Mitchell (leader of the Narrative and Play Research Group at the National University of Singapore) shows how, while generative text adventure AI Dungeon allows players to uncritically interact with the AI system as they co-create a story, Project December instead primes the player for reflection and interpretation. Unlike most digital games, which emphasize immersion, this brings forward the problematic nature of their technology platforms: foregrounding rather than normalizing the strangeness of the experience, or even generating a kind of "spooky magic," as Project December creator Jason Rohrer puts it.
Indian Solo Electronic Writing and its Modernist Print Anxiety
Samya Brata RoyBuilding on the work of Souvik Mukherjee (2017), T. Shanmugapriya and Nirmala Menon (2018, 2019), Samya Brata Roy identifies emergent elements of a multimodal E-Lit tradition in India.
Appropriationist Practices and Processes of De/Subjectivation: Charly.gr, Matías Buonfrate and C0d3 P03try in the age of algorithmic governance
Fernanda MugicaFor Saint Augustine, biblical scripture was indispensible to his being able to finish the final draft of his life story. Hemingway advocated stopping midway in a sentence, to ensure a fresh start tomorrow. For us today in the age of algorithmic governance, our stories are more likely to be generated continuously through the words of others using Google search, autocomplete and the algorithm’s statistically-informed guess. In this article, Fernanda Mugica explores the real time writing in charly.gr’s Peronismo (spam), from 2010, a visual poem that combines music and text; Matías Buonfrate's “No poseas un miedo” (2020); and Argentine poet Francisco López Merino's C0d3 P03try.
Better with the Purpose In: or, the Focus of Writing to Reach All of Your Audience
Deena LarsenIn “Better with the Purpose In: or, the Focus of Writing to Reach All of Your Audience,” Deena Larsen responds in a riPOSTe to Hannah Ackerman’s essay on sound elements in electronic literature, “Better with the Sound On” (ebr October 2021). Larsen approaches Ackerman’s essay from the position of a “dual writer” in exposition and exploration, exploring the question of audience in e-lit, particularly the imagined audience as one that is able-bodied and who may have specific embodied experiences of literature. In order to explore “multiple audiences with the same message,” including by tapping into multiple senses, Larsen draws upon Kate Pullinger’s work Letter to an Unknown Soldier and Amira Hanafi’s A Dictionary of the Revolution.
Neocybernetic Posthumanism and the AI Imaginary: Artificial Communication in Kim Stanley Robinson’s Aurora
Bruce ClarkeBruce Clarke focuses transhumanism through the dialects of a neocybernetic systems theory (NST). As Clarke explores the dynamics of a NST, he outlines important components of the AI Imaginary—or, the theoretical and mediated discussions of intelligent technologies--in order to explore how machines, humans, and systems can work together. Specifically, he presents Kim Stanley Robinson’s novel Aurora (2015), as an exception to the AI Imaginary in its representation of “a solidarity that regathers rather than alienates human and machine beings.”
The Metainterface Spectacle
Christian Ulrik Andersen, Søren Bro PoldBuilding on their concept of metainterface, Søren Bro Pold and Christian Ulrik Andersen analyze the change in perception and experience that bring forth the always-on(line) mode of engaging with digital content. The notion of ‘spectacle’, in itself having a long history in critical theory, is employed here to discuss media politics and the struggle for power in terms of aesthetized computation, with their main driving forces being data analytics, surveillance and forensics. Pold and Andersen uncover how metainterface spectacle can also serve to empower political agency through reclaiming the apparatus.
Contemporary Posterity: A Helpful Oxymoron
Malthe Stavning ErslevIn his essay, Malthe Stavning Erslev approaches the notion of post-digital from the perspective of a broader cultural phenomenon of posterioriy, emphasizing the fact that the prefix post- still allows for discussion of multidirectional and complex changes that our world is currently undergoing. In order to better grasp all the complexities and interrogate somewhat linear periodization implied by the prefix, Erslev employs the oxymoronic concept of contemporary posterity. At the same time, he ties his theoretical proposition with the extensive analysis of an online community engaging in bot-mimicry.
Platform In[ter]ventions: an Interview with Ben Grosser
Scott Rettberg, Søren Bro Pold, Anna NacherIn a series of interviews led in February and March 2021, Nacher, Pold and Rettberg examined how contemporary digital art and electronic literature responded to the pandemic. Their project on COVID and electronic literature was funded by DARIAH-EU and resulted in the exhibition prepared for the ELO 2021 Conference & Festival and the documentary film that premiered in June 2021 at the Oslo Poesiefilm Festival. Ben Grosser is one of the creators of 13 works that were interviewed for the project. He generously shares his thoughts on life and creative practice during the pandemic, the impact of platforms on the digital culture and creativity and platform culture in general.
“Is this a game, or is it real?”: WarGames, computer games, and the status of the screen
Naomi MandelIn her essay “Is this a game, or is it real?”, Naomi Mandel revisits WarGames, a 1983 film that significantly shaped the popular imagination of computer games and military networked technology at the time. Mandel argues that the film prompts a non-mimetic reading that emphasizes deeper, infrastructural and operational meanings of the screen. Placing it in the context of the history of computer games, Mandel points out that WarGames anticipates the evolution of the medium by playing with distinctions between real world and game, and questioning whether such distinction matters at all.
Speculative Interfaces: How Electronic Literature Uses the Interface to Make Us Think about Technology
Jill Walker RettbergIn a study that traverses more than half a century – going from e-lit precursor Christopher Strachey’s M.U.C. Love Letter Generator (1952) to Michael Joyce’s experimental hypertext afternoon: a story (1990) to Kate Pullinger’s data-driven touchscreen work Breathe (2018) – Rettberg (University of Bergen, Norway) situates experimentation with digital interfaces in a longer tradition of innovation in literary and scholarly production. She also argues for the central importance of such experimentation in the ongoing development of both electronic literature and the digital humanities, suggesting that speculation in the design of digital interfaces can help preserve and extend the interpretative and intuitive aspects of Western literary and scholarly traditions, while also bringing the limitations and exclusions of such knowledge systems into focus.