User:LoveElectronicLiterature
This user is an instructor for the course Wikipedia:Wiki_Ed/University_of_Washington_at_Vancouver/Digital_Storytelling_(Fall). |
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) |
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
[edit]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
[edit]- ^ 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.
- ^ 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.
- ^ 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.
- ^ Bell, Alice (2010). The possible worlds of hypertext fiction. Houndmills, Basingstoke, Hampshire ; New York: Palgrave Macmillan. ISBN 978-0-230-54255-6. OCLC 429024040.
- ^ Benedikt, Michael, ed. (1991). Cyberspace: first steps. Cambridge, Mass: MIT Press. ISBN 978-0-262-02327-6.
- ^ Bernstein, Mark; Greco, Diane, eds. (2009). Reading Hypertext. Watertown MA USA: Estgate Systems. ISBN 978-1-884511-48-6.
- ^ Bernstein, Mark (2006). The Tinderbox way. Watertown, Mass: Eastgate Systems. ISBN 978-1-884511-46-2.
- ^ Brooks, Larry (2011). Story Engineering: Mastering the 6 Core Competencies of Successful Writing. F&W Media International.
- ^ Eskelinen, Markku; Koskimaa, Raine (2001). Cyber Text Yearbook 2001. Nykykultuurin Tutkimuskeskusksen Julkaisuja University of Jvaskla.
- ^ Field, Syd (1984). The screenwriter's workbook. New York, N.Y: Dell Pub. Co. ISBN 978-0-440-58225-0.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ Horowitz, Stuart (2013). Blueprint your bestseller. Perigee.
- ^ Horowitz, Stuart (2015). Book Architecture: How to plot and outline without using a formula. Book Architecture, LLC.
- ^ 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.
- ^ Joyce, Michael (1995). Of Two Minds: Hypertext pedagogy and poetics. University of Michigan Press.
- ^ Landow, George P. (1994). Hyper / text / theory. Baltimore (Md.) London: the Johns Hopkins University press. ISBN 978-0-8018-4837-7.
- ^ Landow, George P. (2006). Hypertext 3.0. Johns Hopkins Press.
- ^ Lanham, Richard A. (1993). The electronic word: democracy, technology, and the arts. Chicago: University of Chicago Press. ISBN 978-0-226-46883-9.
- ^ 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.
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has extra text (help) - ^ 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.
- ^ Markley, Robert, ed. (1996). Virtual realities and their discontents. Baltimore: Johns Hopkins University Press. ISBN 978-0-8018-5225-1.
- ^ McCloud, Scott (2017). Understanding comics (Reprint ed.). New York: William Morrow, an imprint of Harper Collins Publishers. ISBN 978-0-06-097625-5.
- ^ 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.
- ^ McLuhan, Marshall. Understanding Media: The Extensions of Man. Mc-Graw Hill.
- ^ McLuhan, Marshall (1962). The Gutenberg Galaxy. University of Toronto Press.
- ^ Nelson, Theodore Holm (1993). Literary Machines 93.1. Mindful Press.
- ^ 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.
- ^ Stefik, Mark; Cerf, Vinton (1997). Internet Dreams: Archetypes, Myths, and Metaphors. MIT Press.
- ^ Taylor, Mark C.; Saarinen, Esa (1994). Imagologies: Media Philosophy. Routledge.
- ^ 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.
- ^ Ulmer, Gregory L. (1994). Heuretics: the logic of invention. Baltimore London: Johns Hopkins University Press. ISBN 978-0-8018-4718-9.
- ^ 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.
- ^ "Writing on the Edge". Writing on the Edge. 2 (2) (published Spring 1991). 1991.
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(help) - ^ 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.
- ^ 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.
- ^ 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.
List of works to Link to
[edit]Electronic Literature project
- Anonymous. 2001. Ted the Caver. https://en.wikipedia.org/wiki/Ted_the_Caver
- Benda, Christoph, Johannes Krtek, Florian Ledermann. 2008. Senghor on the Rocks. https://en.wikipedia.org/wiki/Senghor_on_the_Rocks
- Cardboard Computer. 2011. Kentucky Route Zero.https://en.wikipedia.org/wiki/Kentucky_Route_Zero#External_links
- Eisen, Adrienne. 1996. Six Sex Scenes. https://en.wikipedia.org/wiki/Six_Sex_Scenes.
- Fisher, Caitlin. 2001. These Waves of Girls. https://en.wikipedia.org/wiki/These_Waves_of_Girls.
- Gillespie, William, Scott Rettberg, Dirk Stratton, and Frank Marquardt. 1999. The Unknown. https://en.wikipedia.org/wiki/The_Unknown_(hypertext_novel)
- Holeton, Richard. 2001 and 2021. Figurski at Findhorn on Acid. https://en.wikipedia.org/wiki/Figurski_at_Findhorn_on_Acid
- Inkle. 2014. 80 Days. https://en.wikipedia.org/wiki/80_Days_(2014_video_game)#External_links
- Jackson, Shelley. 1995. Patchwork Girl https://en.wikipedia.org/wiki/Patchwork_Girl_(hypertext)
- Joyce, Michael. 1987. afternoon, a story. https://www.cambridge.org/core/elements/abs/preweb-digital-publishing-and-the-lore-of-electronic-literature/649316F94EBAEA90D4F71D63A48ED61D
- Lialina, Olia. 1998. My Boyfriend Came Back from the War. https://en.wikipedia.org/wiki/My_Boyfriend_Came_Back_from_the_War
- Malloy, Judy and Cathy Marshall. 1993. Forward Anywhere https://en.wikipedia.org/wiki/Forward_Anywhere.
- Memmott, Talan. 2000. Lexia to Perplexia. https://en.wikipedia.org/wiki/Lexia_to_Perplexia
- Moulthrop, Stuart. 1990?. Victory Garden https://en.wikipedia.org/wiki/Victory_Garden_(novel)#External_links
- Nelson, Jason. 2005. This is How You Will Die. https://en.wikipedia.org/wiki/This_is_How_You_Will_Die
- Nelson, Jason. 2007. Game, Game, Game, and again Game. https://en.wikipedia.org/wiki/Game,_game,_game_and_again_game
- Nyamyam. 2019. Astrologaster. https://en.wikipedia.org/wiki/Astrologaster#External_links
- Pavic, Milorad. 1984. Dictionary of the Khazars. English version 1988. https://en.wikipedia.org/wiki/Dictionary_of_the_Khazars
- Pioneer, LDC. 1998. Serial Experiments Lain. https://en.wikipedia.org/wiki/Serial_Experiments_Lain_(video_game)#Notes_and_references
- Pullinger, Kate. 2005-2018. Inanimate Alice. https://en.wikipedia.org/wiki/Inanimate_Alice.
- Pullinger, Kate. 2007. A Million Penguins. https://en.wikipedia.org/wiki/A_Million_Penguins
- Ryman, Geoff. 1995. 253. https://en.wikipedia.org/wiki/253_(novel)
- Swigart, Robert. Portal. 1986 and 2023. https://en.wikipedia.org/wiki/Portal_(1986_video_game)
- Wright, Tim, Rob Bevan, and Tom Harvey. 2000. Online Caroline. https://en.wikipedia.org/wiki/Online_Caroline
- ZA/UM. 2019. Disco Elysium. https://en.wikipedia.org/wiki/Disco_Elysium#References.
If you are interested, there are other historical works for computers (not really digital stories...)
- Eliza https://en.wikipedia.org/wiki/ELIZA. 1964 - 1966.
- The Sumarian Game.1964-66 https://en.wikipedia.org/wiki/The_Sumerian_Game
- Strachey, Christopher. Strachey love letter algorithm. 1950
- Strachey love letter algorithm - Wikipedia