front cover of Electronic Literature as a Model of Creativity and Innovation in Practice (ELMCIP)
Electronic Literature as a Model of Creativity and Innovation in Practice (ELMCIP)
A Report from the HERA Joint Research Project
Scott Rettberg
West Virginia University Press, 2014

Electronic Literature as a Model of Creativity and Innovation in Practice maps electronic literature in Europe and is an essential read for scholars and students in the field. ELMCIP is a three-year (2013) collaborative research project funded by Humanities in the European Research Area (HERA) JRP for Creativity and Innovation.

ELMCIP involved seven European partners investigating how creative communities of practitioners form within a transnational and transcultural context in a globalized and distributed communication environment. Focusing on the electronic literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP studies the formation and interactions of that community and furthers electronic literature research and practice in Europe.

This book includes reflective reports by all of the principal investigators of the project. It details the development of a major digital humanities research database and the publication of the first trans-European anthology of electronic literature, and includes a report on electronic literature publishing venues across Europe and consideration of different forms of creative communities develop around genres of digital practice.

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front cover of Text as Ride
Text as Ride
Electronic Literature and New Media Art
Janez Strehovec
West Virginia University Press, 2016
Text as Ride re-situates our understanding of new media in the social contexts of mobile apps, thrill rides, walking in the city, 3D cinema, video games, and DJ culture. Rather than a continuation of print-based literature by other means, this book considers electronic literature as a practice that foregrounds new media’s specificity. Janez Strehovec deals with post-hypertext eLiterature that has become conceptual: Moving beyond hyperlinked storytelling, it deals with digital materiality and boundaries of language; with code, textual ecology, and the limits of the sayable. This book will appeal to scholars of electronic literature, gaming, urban studies, cinema, and digital culture.
 
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