Download Free Literary Art In Digital Performance Book in PDF and EPUB Free Download. You can read online Literary Art In Digital Performance and write the review.

>
Literary Art in Digital Performance examines electronic works of literary art, a category integrating the visual+textual including interactive poetry, narrative computer games, filmic sculpture and projective art. Each case study/chapter is followed by a 'post-chapter' dialogue between editor and author - providing further entry points for theoretical analysis.
Provides a context for the development of the field, informed by the forms and practices that have emerged through the years, and offers resources for others interested in learning more about electronic literature.
Winner of the 2017 N. Katherine Hayles Award for Criticism of Electronic Literature A CHOICE Outstanding Academic Title 2018 The digital age has had a profound impact on literary culture, with new technologies opening up opportunities for new forms of literary art from hyperfiction to multi-media poetry and narrative-driven games. Bringing together leading scholars and artists from across the world, The Bloomsbury Handbook of Electronic Literature is the first authoritative reference handbook to the field. Crossing disciplinary boundaries, this book explores the foundational theories of the field, contemporary artistic practices, debates and controversies surrounding such key concepts as canonicity, world systems, narrative and the digital humanities, and historical developments and new media contexts of contemporary electronic literature. Including guides to major publications in the field, The Bloomsbury Handbook of Electronic Literature is an essential resource for scholars of contemporary culture in the digital era.
Performing Without a Stage is a lively and comprehensive introduction to the art of literary translation for readers of foreign fiction and poetry who wonder what it takes to translate, how the art of literary translation has changed over the centuries, what problems translators face in bringing foreign works into English and how they go about solving these problems. This book will also be of interest to translators, writers, editors, critics, and literature students, dealing as it does, often controversially, with such matters as the translator's fidelity to the author, the publishing and reviewing of translations, the nearly nonexistent public image of the stageless translator, and the value for writers and scholars of studying and practicing translation.
How has the Internet changed literary culture? 2nd Place, N. Katherine Hayles Award for Criticism of Electronic Literature by The Electronic Literature Organization Reports of the book’s death have been greatly exaggerated. Books are flourishing in the Internet era—widely discussed and reviewed in online readers’ forums and publicized through book trailers and author blog tours. But over the past twenty-five years, digital media platforms have undeniably transformed book culture. Since Amazon’s founding in 1994, the whole way in which books are created, marketed, publicized, sold, reviewed, showcased, consumed, and commented upon has changed dramatically. The digital literary sphere is no mere appendage to the world of print—it is where literary reputations are made, movements are born, and readers passionately engage with their favorite works and authors. In The Digital Literary Sphere, Simone Murray considers the contemporary book world from multiple viewpoints. By examining reader engagement with the online personas of Margaret Atwood, John Green, Gary Shteyngart, David Foster Wallace, Karl Ove Knausgaard, and even Jonathan Franzen, among others, Murray reveals the dynamic interrelationship of print and digital technologies. Drawing on approaches from literary studies, media and cultural studies, book history, cultural policy, and the digital humanities, this book asks: What is the significance of authors communicating directly to readers via social media? How does digital media reframe the “live” author-reader encounter? And does the growing army of reader-reviewers signal an overdue democratizing of literary culture or the atomizing of cultural authority? In exploring these questions, The Digital Literary Sphere takes stock of epochal changes in the book industry while probing books’ and digital media’s complex contemporary coexistence.
Examines a range of innovative practices and processes in digital poetry published on the global computer network during the past decade.
How to interpret and critique digital arts, in theory and in practice.
Why should the digital bring about ideas of progress in the theatre arts? This question opens up a rich seam of provocative and original thinking about the uses of new media in theatre, about new forms of cultural practice and artistic innovation, and about the widening purposes of the theatre's cultural project in a changing digital world. Through detailed case-studies on the work of key international theatre companies such as the Elevator Repair Service and The Mission Business, Bill Blake explores how the digital is providing new scope for how we think about the theatre, as well as how the theatre in turn is challenging how we might relate to the digital.
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology. After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary “auteur” game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.