2021
In his essay, Malthe Stavning Erslev approaches the notion of post-digital from the perspective of a broader cultural phenomenon of posterioriy, emphasizing the fact that the prefix post- still allows for discussion of multidirectional and complex changes that our world is currently undergoing. In order to better grasp all the complexities and interrogate somewhat linear periodization implied by the prefix, Erslev employs the oxymoronic concept of contemporary posterity. At the same time, he ties his theoretical proposition with the extensive analysis of an online community engaging in bot-mimicry.
Building on their concept of metainterface, Søren Bro Pold and Christian Ulrik Andersen analyze the change in perception and experience that bring forth the always-on(line) mode of engaging with digital content. The notion of ‘spectacle’, in itself having a long history in critical theory, is employed here to discuss media politics and the struggle for power in terms of aesthetized computation, with their main driving forces being data analytics, surveillance and forensics. Pold and Andersen uncover how metainterface spectacle can also serve to empower political agency through reclaiming the apparatus.
With a focus on sound elements in the e-literary, Hannah Ackermans (University of Bergen, Norway) insightfully traces the role of accessibility and (dis)ability in electronic literature. Problematizing the universality of electronic literature practices and rewriting the familiar concepts (such as defamiliarization or constraint), she uses the notion of accessibility as a perspective that both proposes inclusive models of electronic literature and helps to understand creative work on a fundamental, material level.
In her essay “Is this a game, or is it real?”, Naomi Mandel revisits WarGames, a 1983 film that significantly shaped the popular imagination of computer games and military networked technology at the time. Mandel argues that the film prompts a non-mimetic reading that emphasizes deeper, infrastructural and operational meanings of the screen. Placing it in the context of the history of computer games, Mandel points out that WarGames anticipates the evolution of the medium by playing with distinctions between real world and game, and questioning whether such distinction matters at all.
Literary forms seen as tools of mind transgressing the field of the literary and repurposing digital media so that they are capable of refocusing cognition in beneficial ways – these are the lines of thought shaping Kyle Booten’s analysis of algorithmic co-writers. To be able to respond to both challenges, it is proposed that researchers rigorously and systemically study how digital tools are being creatively used and repurposed, learning from models that have emerged within the mainstream Human-Computer Interaction research.
In a study that traverses more than half a century – going from e-lit precursor Christopher Strachey’s M.U.C. Love Letter Generator (1952) to Michael Joyce’s experimental hypertext afternoon: a story (1990) to Kate Pullinger’s data-driven touchscreen work Breathe (2018) – Rettberg (University of Bergen, Norway) situates experimentation with digital interfaces in a longer tradition of innovation in literary and scholarly production. She also argues for the central importance of such experimentation in the ongoing development of both electronic literature and the digital humanities, suggesting that speculation in the design of digital interfaces can help preserve and extend the interpretative and intuitive aspects of Western literary and scholarly traditions, while also bringing the limitations and exclusions of such knowledge systems into focus.
In this conversation and accompanying "How to Not" guide, Drs. Lai-Tze Fan, Kishonna Gray, and Aynur Kadir consider responsible theories and methods towards racial equity, racial justice, and anti-racism in game design. Their main focus is on how games can provide a platform for helping people understand and learn about these issues.
To browse the internet is to subject oneself to sophisticated and unceasing techniques of attention-capture, of which the pop-up advertisement is only the most crass and vexatious example. This paper describes the development of Nightingale, a web browser extension that fights distraction with distraction. It does this by injecting the web with pop-up ads consisting of semantically-relevant fragments of the poetry of Keats. Nightingale represents an attempt to engage in “noöhacking”—that is, repurposing the cognitively-destructive aspects of contemporary digital media in order to care for one’s own mind.’
This essay explores intersections among queer theory, critical making methodology and inclusive design through a research creation piece that aims to problematize normative video game controller schemes.
In this article, Kelsey Cameron and Jessica FitzPatrick propose attunement, a conceptual intervention that returns lived experience to critical making. They argue for attunement in three areas: disciplinary recognition of making, labs and other university maker spaces, and campus-community engagement. Attunement helps bring equity into critical making, highlighting how larger systems shape individual acts of making.
FEATURED ARTIST: In this essay, Caitlin Fisher reflects on the ideas, processes, and approaches that have shaped and influenced her work in digital storytelling and electronic literature for over 25 years. She invokes theorists like Borges, Haraway, and Aristotle and critical concepts of hybridity, string theory, hypermedia, and spatial narratives to illuminate readers about the simultaneous timelines, continuity, and forking paths that run through the river of her work.
Burdick situates the speculative software prototypes of Trina: A Design Fiction as design-theory hybrids that can expand our understanding of critical making and critical design. The essay offers four readings of the Trina prototypes, designed as research into speculative writing technologies that are situated and embodied. The essay concludes with the introduction of an “Indexical Reader,” a design concept for close and distant reading in the Humanities.
Wright explores the digital manifestation of an orihon manuscript style for how it can expand how we think of the novel's form. He considers how digital versions of J.M. Coetzee's Diary of a Bad Year and his own print novella make use of the concept of the fold as identified in the orihon style.
Stanfill and Salter reflect on conferencing amidst their organization of the 2020 ELO Conference in Orlando, Florida that had to change to due a global pandemic. Sharing their experiences and wisdom, they discuss the strengths and weaknesses of various virtual platforms for conferencing, coupled with the contexts of concurrent politics, co-location, and lessons for the future.
This except from Twining: Critical and Creative Approaches to Hypertext Narratives explores the popular and open-source digital storytelling platform Twine. Authors Anastasia Salter and Stuart Moulthrop discuss the history of Twine as well as existing works and possible projects.
Nick Montfort discusses two of his computer-generated texts that manifest as print-on-demand books, websites and gallery installations. Though distinct in form and content, Autopia and The Truelist were guided by the author's self-imposed constraints and programmed with minimal code to produce predetermined, "novel-size" outputs. Montfort intends these texts to engage the imaginations of readers with the combinatory aspects of language in culture as well as invite them to a deeper reading of the generating code.
Renren Yang insightfully reveals the rarely (if ever) explored domain of cover designs for Chinese Web novels. Tracing their evolution from a print format that enables the tactile and sensual pleasures of opening the actual book to its supposedly more immaterial digital incarnation, Yang reimagines the very idea of a book cover in the digital age. This closer look reveals how serialized novels’ cover design frames the reader's experience, demonstrating as well the fact that the already well established periodization of the First, Second, and Third Generation e-literature are culturally and geographically specific, and dependent on the local histories of computing technology beyond Euro-American context. Analyzing the conceptual tension and fusion between book cover as a “mixed medium” and digital cover as “intermedium,” and drawing upon Chinese pictorial tradition, Yang defines the ontology of the digital book cover as an attempt at reconfiguring “flatness” on the digital screen.
This essay engages with the complex translation of materiality that occurs between Darren Wershler’s NICHOLODEON (1997) and its eventual digital incarnation as NICHOLODEONLINE (1998). Both of these works pay homage to the influential avant-garde Canadian poet, bpNichol. Beyond situating Wershler’s texts in a historical framework that moves from Nichol to the 'Pataphysics of Alfred Jarry, Sean Braune looks at select metadata “clues” that Wershler left behind for the curious-minded reader (human and machine), as well as placing Wershler’s work (and Nichol’s by extension) in the context of theories of language that move from the human to the “tower of programming languages” that are described by Rita Raley and Friedrich Kittler.
MLA Chernoff closely examines Rachel Zolf's intentionally unreadable suite of transmedial poetry, Human Resources (2007), in order to discern a digital poetics of appropriation that carefully grapples with the problematics of historically exclusionary institutions like conceptual poetry and CanLit. They argue that behind the constraint-based, numerological practices used to create these strange poems lies a pragmatic – yet metaphysically-grounded – method of reframing the professionalization of creative writing and upending the neoliberal conventions of governmental grants.
Alois Sieben investigates how Jordan Abel’s Injun experiments—poetically, visually, digitally—with an anxiety-provoking limit to the settler-colonial gaze, rather than feeding this gaze a new representation of Indigeneity. Abel’s work is positioned within David Garneau’s history of Indigenous screen objects, in which something is held back from the settler-colonial gaze, a form of deprivation that exposes the blind hunger of this gaze, turning it back upon itself.



















