Sökning: "cybertext"

Hittade 3 avhandlingar innehållade ordet cybertext.

  1. 1. Hyperworks : On Digital Literature and Computer Games

    Författare :Anna Gunder; Johan Svedjedal; Marie-Christine Skuncke; Espen Aarseth; Uppsala universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Literature; Sociology of Literature; Digital Literature; Ergodic Literature; Hypertext Fiction; Cybertext; Computer Game; Narratology; Ludology; Game Studies; New Media Studies; Textual Criticism; Media Theory; Michael Joyce; J. K. Rowling; Litteraturvetenskap; Literature; Litteraturvetenskap;

    Sammanfattning : This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. LÄS MER

  2. 2. The Ergodic revisited : spatiality as a governing principle of digital literature

    Författare :James Barrett; Heidi Hansson; Astrid Ensslin; Hans Kristian Rustad; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; digital literature; narrative studies; interactive narrative; ergodic; cybertext; spatial; addressivity; interactive design; representational space; spatial practice; Literature; litteraturvetenskap;

    Sammanfattning : This dissertation examines the role of the spatial in four works of digital interactive literature. These works are Dreamaphage by Jason Nelson (2003), Last Meal Requested by Sachiko Hayashi (2003), Façade by Michael Mateas and Andrew Stern (2005) and Egypt: The Book of Going Forth by Day by M. D. Coverley (2006). LÄS MER

  3. 3. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Författare :Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Sammanfattning : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. LÄS MER