3 Matching Annotations
  1. Sep 2024
    1. Alternating game play with novelistic components, interactive fictions expand the repertoire of the literary through a variety of techniques, including visual displays, graphics, animations, and clever modifications of traditional literary devices.

      "Visual Novels" are a type of EL and are popular in Japan. They are usually like games, where you can see pictures and the text of the story underneath them. The player can interact with the text by clicking to continue or making choices about the characters' actions in the plot, which changes it.

    2. Along with Macintosh's Hypercard, it was the program of choice for many major writers of electronic literature in the late 1980's and 1990's. As the World Wide Web developed, new authoring programs and methods of dissemination became available.

      My research is devoted to creative writing in English. These software remind me of modern AI text generators, but in a different format. It is possible to use them for teaching creative writing, and it is even more relevant today.

    3. The immediacy of code to the text's performance is fundamental to understanding electronic literature, especially to appreciating its specificity as a literary and technical production. Major genres in the canon of electronic literature emerge not only from different ways in which the user experiences them but also from the structure and specificity of the underlying code.

      This is the most interesting thing about EL. The interweaving of computer and media technologies creates really surprising things, including the creation of new forms of literature. Coding makes it possible to introduce interactivity, visibility, and other forms of working with text. Even now, I use these technologies, which would not be possible without electronic devices and coding. It would have no sense in a printed form (and, in fact, it is not possible).