2009
This new thread, edited by Henry Turner and introduced by Joseph Tabbi, presents in short order what scholars today in the field of literature, science, and the arts are reading and viewing. Some of the citations appear online, and by 'enfolding' these references, ebr intends to build a profile of the field as it evolves, available to ebr readers for further annotation and construction.
Surveying the decline of adventure as a culturally relevant theme, Steffen Hantke argues that Tom LeClair's Passing Trilogy finds new ways of revalidating adventure for a millennial world of bourgeois security and moderation.
2008
Marco Abel reads recent affect theory and suggests, via discussions of fiction by Don DeLillo, Brian Evenson, and Cormac McCarthy, how literature can cultivate the reader's receptivity to these pre-subjective bodily forces.
Emily Short interrogates Ian Bogost's Unit Operations and finds his approach to videogame criticism too capacious in its attempt to account for a variety of expressive media, and too narrow in its focus on low-order choices in videogames.
Bruno Arich-Gerz reports from Munich on International Pynchon Week, 2008. Finding a retreat to traditional reading strategies, Arich-Gerz wonders whether we have lost more than we gained in the turn against theory.
John Limon surveys the boundaries of the global novel in this review of John Newman's The Fountain at the Center of the World and Naomi Klein's Fences and Windows. Limon traces the trajectory of plot, character, and argument in the genre, as he reads "perhaps the first great global novel."
"Why shouldn't Wordsworth be read through Whitehead? Why shouldn't the canon of Romantic poetry be read alongside the inscription technologies of cartography or tour guides?" Eugene Thacker's challenge to the recent compartmentalization of academic literary studies is inspired by a reading of Ron Broglio's book, Technologies of the Picturesque. For Thacker, as for Broglio, literary Romanticism and phenomenological reflection are not the only unifying forces against the dissolution of the t...
Stephen Schryer contrasts narratological and postsecular readings of postmodernism in a review of Gerhard Hoffmann's vast study, From Modernsism to Postmodernism (2005), and John McClure's narrower but more pointed exploration, Partial Faiths (2007).
Recorded by Joseph Tabbi. A week in the life of the artist.
Christy Dena considers the unique version of subject-object relations confronted by people who straddle the line between game-designer and academic.
A review of John Farrell's magnificent Paranoia and Modernity: Cervantes to Rousseau, in light of contemporary literary criticism: Where Brian McHale declares an end to postmodernism, and where many discount paranoia as a passing literary interest, reviewer Tim Melley sees postmodern paranoia everywhere. As long as corporations are regarded by law as 'individuals' and conspiracy is the preferred way of understanding political and social systems, it seems that we'll remain in the longue duree of the postmodern moment.
Editors Pat Harrigan and Noah Wardrip-Fruin introduce a group of essays on games that exceed the bounds of the tabletop playing session, the game console, or the computer screen - games that emerge out of, take place in, or encroach on, the real world.
Adriene Jenik describes a project of virtual performances via avatars in online chat spaces.
Jill Walker argues that although the quests in World of Warcraft lack the narrative or linguistic sophistication that we expect from literary texts, the sustained attention that players give to games equates with the attentiveness that readers give novels (or at least that readers once gave novels - back when novels had readers).
Torill Elvira Mortensen explains the joys of the role-playing high, in which the player no longer has to contemplate how her character might act in a given situation; instead the player simply reacts as the character. Mortensen develops the case to argue that role-playing experience can lead to a cynicism about the sincerity of people's out-of-character (or real-world) personae.
Ian Bogost and Gonzalo Frasca explain a new genre: persuasive games, and delve into the development and emerging legacy of The Howard Dean for Iowa Game, "the first official video game ever commissioned in the history of U.S. presidential elections." This new genre provides an opportunity to rethink the cultural status of games. If games are normally judged by how entertaining they are, persuasive games must be released from this criterion and assessed on how well they convey their message.
Robert Nideffer describes a multi-modal game in which the player will be more impressed with the number of media the game engages than with its (unexceptional) main character.
Brian Willems reads a number of fictional and critical texts, from ebr essays to William Gibson's Pattern Recognition, to argue that they all point toward the dissolution of the borders among humans, animals, and machines.
Simon Critchley's study of ethics has been prominently reviewed by literary and cultural theorists, though most treatments accept the premise that ethical relations are primarily among people, that ethics depends mainly on intersubjective relations. This review by Daniel Punday resituates "Infinitely Demanding" in a networked context, one that is constructed by "media, by global flows, and by the larger network swarms which themselves take on an identity." For Punday, an ethics for our time is best found, not by the study of identities and localities, but rather by authors of contemporary fiction such as Jonathan Letham, Susan Daitch, Ishmael Reed, and Toni Cade Bambara.
Nichoas Spencer argues for the importance of "anarchistic and spatial factors" in twentieth-century utopian thought despite the resistance to them in the Marxist texts under review by Brown, DeKoven, Jameson, and Puchner.




