With hundreds of works of computer mediated fiction or poetry available either on disk, largely through the Eastgate Systems catalog, or on the net, hypernarrative, its definition as open-ended as the many-faceted reading experience it engenders, is a primary way of storytelling in the era of the World Wide Web.
A year ago, I wrote about how we needed to reclaim the phrase "transmedia storytelling" as a community from the plague of buzzworditis that was surrounding it. Sadly, that effort failed: more and more practitioners are future-proofing themselves by moving away - either subtly or explicitly - from the word. Even Creepy Wonka has been getting in on the action. "Transmedia" is on the downward slide of usefulness as a term and it is time to have a frank discussion about why, so that whatever label rises to take its place doesn't suffer from the same excesses and failures. Consider me Brutus in the court of Caesar: I've come to bury transmedia, not praise it.
Whether you are looking for adventurous location-based gaming or want to discover a city differently - the tripventure app presents a variety of tours and games. Storybased gameplay meets Augmented Reality.
Jack is a monster; a psychotic Twitter stalker who likes Prokofiev and liver. Jack is a fictional character, if he follows you, you might become part of his ghastly tale.
Streams are both literally and metaphorically the central image of this work. Streams of consciousness, and of data. Images of and references to rivers flow through the interface. Many of the texts I am inserting into the original twelve essays of TCR 2-50 refer to rivers and/or to writing. TCR 2-50 tackles a broad range of topics in the realm of new media and new technologies - from biotechnology to performance art - yet themes of writing and language are persistent throughout all the essays and thus form the focus of my response. The texts of TCR 250 are the raw data feeding this re-reading endeavour. Whatever the texts say or mean or refer to, as far as RSS is concerned they remain just that: texts
Yesterday I discovered Why Some Dolls Are Bad, a project by Vancouver-based artist and curator Kate Armstrong, that utilizes Facebook as a means of generating and distributing content within the space of a permutational graphic novel. The piece collects images from a tag-constrained stream of flickr images and combines them with text written by Armstrong.
However in court I argued that Facebook is essentially a fantasy environment, and that expressions within Facebook should be regarded as existing within a virtual reality. The purpose of Facebook is to offer its users a stage upon which to construct a shared narrative, an interactive play, that while based on real life, is in fact fantasy. Unlike a resume or CV, people spin their profiles to reflect the more positive and attractive elements of their personality
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