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This user has publicly declared that they have a conflict of interest regarding the Wikipedia article Deena Larsen.
This user is a participant in WikiProject Electronic literature
This user is a participant in WikiProject Women in Red (redlinks→blue)
WikiProject Video games
WikiProject Video games

I am Deena Larsen and I have loved electronic literature ever since the early 1990s. The field has grown from a bare dozen writers to thousands in the past three decades--and has spanned several complete revolutions. I have been involved in electronic literature. I have gone to practically every conference. I know people in the field. I probably watched them give their presentations, read their essays, read their works, and talked to them.   I want to help wikipedians access the full spectrum of the genre. I now have a bit of time to do that because I retired July 30, 2022.

I worked for over 30 years as a technical writer in water management, so I do have a passion for clearly explaining complex environmental and water issues as well.

I am not being paid to update anything. I have not received any compensation nor am I seeking compensation for any edit. This is purely a volunteer effort as I love this field and I want wikipedia readers to know about this field. I have used citations and references for all updates.

So, yes, I am one of those myriad old fogey volunteers pursuing their passions! Please help me as I am a newbie here at wikipedia and an oldie at elit! I greatly appreciate all your help!

And yes, I know I have been a member long enough to get some clue as to what I am doing, but it has been an interesting retirement, and I have many other projects as well. So advice is always welcome!!

We are starting a new project to edit women electronic literature/interactive fiction projects. Would you like to join us? Wikipedia:WikiProject Women writers/Women electronic literature writers. We could really use advice and help!

What about a list of works by the approximate time required to commit to them (e.g., 10 minute read/watch, hour interaction, 20 hour interaction)?

List of reference works

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This list has alphabetized references for easier copying and pasting. Bainbridge[1], Baron[2], Barrett[3], Bell[4], Benedict[5], Bernstein[6], Bernstein2[7], Brooks[8], Eskelinen[9], Field[10], Hayles[11], Hayles2[12], James[13], Jenkins[14], Horowitz[15], Horowitz2[16], Kirschner [17], Joyce[18], Landow1[19], Landow2[20], Lanham[21], Le Guin[22], Mancini[23], Markley[24], McCloud1[25], McCloud2[26], McLuhan1. [27], McLuhan2[28], Nelson[29], Pearce, Shaviro[30], Stefik[31], Taylor[32], Ulmer[33], Ulmer2[34], Wardrip-Fruin[35], WOE[36]

Indian Electronic Literature Anthology [37]

Indian Electronic Literature Anthology: Volume [38]

To mine[39]

References

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  1. ^ Bainbridge, William Sims (2010). The Warcraft civilization: social science in a virtual world. Cambridge, Mass: MIT Press. ISBN 978-0-262-01370-3. OCLC 373474485.
  2. ^ Baron, Naomi S. (2008). Always on: language in an online and mobile world. Oxford ; New York: Oxford University Press. ISBN 978-0-19-531305-5. OCLC 173502670.
  3. ^ Barrett, Edward, ed. (1995). The society of text: hypertext, hypermedia, and the social construction of information. Information systems (4. print ed.). Cambridge, Mass: MIT Press. ISBN 978-0-262-02291-0.
  4. ^ Bell, Alice (2010). The possible worlds of hypertext fiction. Houndmills, Basingstoke, Hampshire ; New York: Palgrave Macmillan. ISBN 978-0-230-54255-6. OCLC 429024040.
  5. ^ Benedikt, Michael, ed. (1991). Cyberspace: first steps. Cambridge, Mass: MIT Press. ISBN 978-0-262-02327-6.
  6. ^ Bernstein, Mark; Greco, Diane, eds. (2009). Reading Hypertext. Watertown MA USA: Estgate Systems. ISBN 978-1-884511-48-6.
  7. ^ Bernstein, Mark (2006). The Tinderbox way. Watertown, Mass: Eastgate Systems. ISBN 978-1-884511-46-2.
  8. ^ Brooks, Larry (2011). Story Engineering: Mastering the 6 Core Competencies of Successful Writing. F&W Media International.
  9. ^ Eskelinen, Markku; Koskimaa, Raine (2001). Cyber Text Yearbook 2001. Nykykultuurin Tutkimuskeskusksen Julkaisuja University of Jvaskla.
  10. ^ Field, Syd (1984). The screenwriter's workbook. New York, N.Y: Dell Pub. Co. ISBN 978-0-440-58225-0.
  11. ^ Hayles, N. Katherine (1999). How we became posthuman: virtual bodies in cybernetics, literature, and informatics. Chicago, Ill: University of Chicago Press. ISBN 978-0-226-32146-2.
  12. ^ Hayles, N. Katherine (2008). Electronic literature: new horizons for the literary. The Ward-Phillips lectures in English language and literature. Notre Dame, Ind: University of Notre Dame. ISBN 978-0-268-03084-1.
  13. ^ James, Jennifer (1996). Thinking in the future tense: leadership skills for a new age. New York, NY: Simon & Schuster. ISBN 978-0-684-81098-0.
  14. ^ Jenkins, Henry (2006). Convergence culture: where old and new media collide. New York: New York University Press. ISBN 978-0-8147-4281-5. OCLC 64594290.
  15. ^ Horowitz, Stuart (2013). Blueprint your bestseller. Perigee.
  16. ^ Horowitz, Stuart (2015). Book Architecture: How to plot and outline without using a formula. Book Architecture, LLC.
  17. ^ Kirschner, Paul Arthur, ed. (2003). Visualizing argumentation: software tools for collaborative and educational sense-making. Computer supported cooperative work. London Heidelberg: Springer. ISBN 978-1-85233-664-6.
  18. ^ Joyce, Michael (1995). Of Two Minds: Hypertext pedagogy and poetics. University of Michigan Press.
  19. ^ Landow, George P. (1994). Hyper / text / theory. Baltimore (Md.) London: the Johns Hopkins University press. ISBN 978-0-8018-4837-7.
  20. ^ Landow, George P. (2006). Hypertext 3.0. Johns Hopkins Press.
  21. ^ Lanham, Richard A. (1993). The electronic word: democracy, technology, and the arts. Chicago: University of Chicago Press. ISBN 978-0-226-46883-9.
  22. ^ Le Guin, Ursula K. (1998). Steering the craft: exercises and discussions on story writing for the lone navigator or the mutinous crew (1st ed ed.). Portland, Or: Eighth Mountain Press. ISBN 978-0-933377-46-2. {{cite book}}: |edition= has extra text (help)
  23. ^ Mancini, Clara (2005). Cinematic hypertext: investigating a new paradigm. Frontiers in artificial intelligence and applications. Amsterdam ; Washington, DC: IOS Press. ISBN 978-1-58603-513-6.
  24. ^ Markley, Robert, ed. (1996). Virtual realities and their discontents. Baltimore: Johns Hopkins University Press. ISBN 978-0-8018-5225-1.
  25. ^ McCloud, Scott (2017). Understanding comics (Reprint ed.). New York: William Morrow, an imprint of Harper Collins Publishers. ISBN 978-0-06-097625-5.
  26. ^ McCloud, Scott (2008). Reinventing comics: how imagination and technology are revolutionizing an art form (1. perennial ed., 7. print ed.). New York, NY: HarperCollins. ISBN 978-0-06-095350-8.
  27. ^ McLuhan, Marshall. Understanding Media: The Extensions of Man. Mc-Graw Hill.
  28. ^ McLuhan, Marshall (1962). The Gutenberg Galaxy. University of Toronto Press.
  29. ^ Nelson, Theodore Holm (1993). Literary Machines 93.1. Mindful Press.
  30. ^ Shaviro, Steven (2003). Connected, or, What it means to live in the network society. Electronic mediations. Minneapolis: University of Minnesota Press. ISBN 978-0-8166-4362-2.
  31. ^ Stefik, Mark; Cerf, Vinton (1997). Internet Dreams: Archetypes, Myths, and Metaphors. MIT Press.
  32. ^ Taylor, Mark C.; Saarinen, Esa (1994). Imagologies: Media Philosophy. Routledge.
  33. ^ Ulmer, Gregory L. (1985). Applied grammatology: post(e)-pedagogy from Jacques Derrida to Joseph Beuys. Baltimore: Johns Hopkins University Press. ISBN 978-0-8018-3256-7.
  34. ^ Ulmer, Gregory L. (1994). Heuretics: the logic of invention. Baltimore London: Johns Hopkins University Press. ISBN 978-0-8018-4718-9.
  35. ^ Wardrip-Fruin, Noah; Montfort, Nick; Crumpton, Michael, eds. (2003). The new media reader. Cambridge, Massachusetts London, England: The MIT Press. ISBN 978-0-262-23227-2.
  36. ^ "Writing on the Edge". Writing on the Edge. 2 (2) (published Spring 1991). 1991. {{cite journal}}: Check date values in: |publication-date= (help)
  37. ^ Menon, Nirmala; T, Shanmugapriya; Joseph, Justy; Sutton, Deborah (2023-12-13). Indian Electronic Literature Anthology. Indian Institute of Technology – Knowledge Sharing in Publishing. doi:10.57004/book1/. ISBN 978-93-5811-313-6.
  38. ^ Menon, Nirmala; T, Shanmugapriya; Joseph, Justy; Sutton, Deborah (2023-12-13). Indian Electronic Literature Anthology. Indian Institute of Technology – Knowledge Sharing in Publishing. doi:10.57004/book1. ISBN 978-93-5811-313-6.
  39. ^ Burgess, Helen J. (2018). "Publish All the Things: The Life (and Death) of Electronic Literature". Journal of Electronic Publishing. 21 (1). doi:10.3998/3336451.0021.105. ISSN 1080-2711.


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Electronic Literature project

If you are interested, there are other historical works for computers (not really digital stories...)