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4 books match the query 'Salter, Anastasia'

cover of Critical Making in the Age of AI

Critical Making in the Age of AI

Emily Johnson and Anastasia Salter

Amherst College Press, 2025

Critical Making in the Age of AI invites students, teachers, learners, and digital humanists to explore making as scholarship. Inspired by the craft traditions of textile arts, this book combines a survey of forms of alternative scholarly communication—such as comics, GIFs, maps, games, and generative AI—and a pattern book, where patterns serve as starting points that makers can reimagine and remix. Firmly grounded in the humanities and utilizing free tools and platforms (including Twine, Voyant, and Tracery) wherever possible, this engaging and accessible guide to digital methods introduces and puts into practice concepts that are essential to preparing students to navigate a changing landscape of media and information without investing in proprietary software, dedicated lab space, or expensive creative tools.

The book’s eight patterns are especially appropriate for those just beginning to explore digital scholarly methods, and one goal of Critical Making in the Age of AI is to provide structure for work that is both meaningful and achievable with limited resources and time. By centering critical making through a design-justice and feminist lens, the coauthors model how inclusive and expansive approaches to making in research and teaching are vital to shaping the humanities of the future.

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cover of Twining: Critical and Creative Approaches to Hypertext Narratives

Twining

Critical and Creative Approaches to Hypertext Narratives

Anastasia Salter

Amherst College Press, 2021

Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One of the few tools still focused on hypertext as a means for digital storytelling is Twine, a platform for building choice-driven stories without relying heavily on code. In Twining, Anastasia Salter and Stuart Moulthrop lead readers on a journey at once technical, critical, contextual, and personal. The book’s chapters alternate careful, stepwise discussion of adaptable Twine projects, offer commentary on exemplary Twine works, and discuss Twine’s technological and cultural background. Beyond telling the story of Twine and how to make Twine stories, Twining reflects on the ongoing process of making.

"While there have certainly been attempts to study Twine historically and theoretically... no single publication has provided such a detailed account of it. And no publication has even attempted to situate Twine amongst its many different conversations and traditions, something this book does masterfully." —James Brown, Rutgers University, Camden
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cover of Undertale: Can a Game Give Hope?

Undertale

Can a Game Give Hope?

Anastasia Salter

University of Chicago Press, 2025

A powerful exploration of the importance and social complexity of the indie gaming sensation
 
On the surface, the 2015 game Undertale didn’t seem like much, supported by fan funding and with minimalist retro graphics. But despite its pixelated monsters and dated role-playing mechanics, Undertale invited fans and players to rethink their very relationship with gaming and game characters. Players encountered an extraordinary range of possible play experiences, with paths through the game’s unassuming world leading to both empathy and extreme violence, offering room for reflection and growth. Players could befriend (sometimes queer) monsters or kill them, for instance, appealing to each monster’s unique personality to negotiate survival and find community.
 
Contextualizing this game’s success in the wake of the Gamergate online harassment campaign and meditating on questions of violence and authenticity, writer and game scholar Anastasia Salter offers a profound exploration of this game sensation and a personal story of hope at a time when Salter was otherwise “done” with games. Undertale’s unique structure helped make it synonymous with “indie” games, built outside of the studio as a passion project and inspiring similar passion among its many fans even a decade later. But Undertale’s story also speaks to an auteur dream: What game developer Toby Fox and his collaborators accomplished on a small budget, with relatively simple tools, has left people replaying, arguing, and creating in its wake.
 
As we enter a cultural moment where intense interest is shifting towards flashy creativity, powered by generative artificial intelligence, Undertale reminds fans and newcomers of the power of thoughtful and intentional human design.

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cover of What Is Your Quest?: From Adventure Games to Interactive Books

What Is Your Quest?

From Adventure Games to Interactive Books

Anastasia Salter

University of Iowa Press, 2014

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play.

One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community.

The interactions between storytellers and readers, between programmers and creators, and among  fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
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