The University of Alabama Press, Alabama (2006)Ĭoover, R.: Praise for Patchwork Girl by Shelley Jackson (Eastgate) (1995). Accessed 09 July 2021Ĭarson, A.: Plainwater: Essays and Poetry, Reprint Vintage Books, New York (2000)ĭuPlessis, R.B.: Blue Studios. Book*hug Press, Toronto (2012)Ĭleveland, C.: Subnautica, 16 December 2014. In: Nilling: Prose Essays on Noise, Pornography, The Codex, Melancholy, Lucretius, Folds, Cities and Related Aporias, pp. Lopate, P.: The Art of the Personal Essay. The Pennsylvania State University, University Park, PA (2020). Hay, J.: Fully optimized: the (Post) human art of speedrunning. Scully-Blaker, R.: A practiced practice: speedrunning through space with de certeau and virilio. 79–98, Carnegie Mellon University: ETC Press, Pittsburgh, PA (2013)Ĭonsalvo, M.: Cheating: Gaining Advantage in Video Games. In: Well Played: a Journal on Video Games, Value and Meaning, pp. Meades, A.: Why we glitch: process, meaning and pleasure in the discovery and documentation, sharing and use of videogame exploits. Duke University Press, Durham & London (2007) Institute of Network Cultures, Amsterdam (2011). Tanner, G.: The Circle of the Snake: Nostalgia and Utopia in the Age of Big Tech. Solnit, R.: A Field Guide to Getting Lost. Horowitz, S., Looney, S.: The Essential Guide to Game Audio: The Theory and Practice of Sound for Games. Verso Books, London (2020)īhabha, H.K.: The Location of Culture. Russell, L.: Glitch Feminism: A Manifesto. SPAM zine & Press, “>What is post-internet?”. In a world increasingly controlled by Big Tech and optimization, through Emergent Essaying I advocate for more empathetic digital modes of connection and understanding, valuing the concepts of ‘glitch’ and ‘glitching’, reader/player control and intervention, and the opportunities for nuanced expression afforded by the intertwining of digital environment and language. I combine game design techniques with the approaches to hybrid/digital work adopted by indie writers to inform my own practice as a cross-form, cross-genre writer, as reflected both in this paper, and via a link to a digital-born, creative iteration of this work which enacts Emergent Essaying. Expanding upon creative theorists Lisa Robertson and Anne Carson’s approach to the verb ‘essaying’ as an act of trying, in this digital, hybrid writing context I conceive of Emergent Essaying as an act of playful reimagining from both writer/designer and reader/player, in which the essay is more narrative based, enacting a conversation between ideas rather than focusing on argument. Emergent Essaying utilizes gameplay techniques within an active digital-born form of essaying, to invite more open, playful, collaborative and changeable modes of thinking, encouraging ambivalence, multiplicity, and fluidity over fixed, finished thinking. Emergent Gameplay is ‘a game design term that refers to video game mechanics that change according to the player’s actions’. Within our current post-internet landscape of Web 2.0, in which we exist as intermedial beings increasingly engaging with cross-media forms, I propose Emergent Essaying as a connective term, merging the milieu of game design with hybrid creative writing approaches.
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