Link to my Pinterest board
The topic I chose for my curation is digital literature. According to Heckman and Sullivan (2018), digital literature refers to a construction that computation entitles their literary aesthetics, which is a word-centered, multimodal power system. From my perspective, digital literature is "born-digital" and hardly can be adapted to print. In my curation, I am going to share three pieces of digital literature, explaining how their "born-digital" feature contributes to interacting with readers.
Pin 1: The Gate |
In The Gate, readers can think about coexistence in the Anthropocene. For the audience who is completely unfamiliar with this concept, this interactive video essay is definitely more attractive than a single-threaded academic essay. Compared with the traditional linear essay, digital literature is "born-digital", so it gives the audience the ability to explore the possible endings depending on their own power. It can be interactive and allow readers to actually experience the aspects appealing to them and reach multiple endings, rather than telling them the "right path" through spoon-feeding education.
Pin 2-1: The Museum of Human Activity |
For instance, in pin 2-1, the artwork on the left side is Robert Smithson (1970) 's Spiral Jetty (Pin 2-2). From the explanation in the virtual museum, visitors can learn Smithson uses landscape and the earth's surface as a medium for his artwork to show humans' ability to behave as geological and biological agents. The artwork on the right side is Cilbert and George's In the Bush (1972) (Pin 2-3), which frames the possibility of human imagination and resists human influence by capturing "the wildest tree in Kew" (Tate, 2022).
Different from real-world visiting, the tour in a virtual pixel museum does not have the limitation of time and place. The inherently digital nature of this digital curation also allows audiences to experience the interactivity of enjoying the real-world exhibit. According to Confente (2021), the interactive nature of digital literature gives audiences larger freedom: the audience can even only admire the artwork without reading the narration--this neglect is also a metaphor --as if we are always moving through the Anthropocene, benefiting from technology without exploring its dangers.
Pin 3: Depression Quest |
"Twine games are themselves fundamentally cross-bred, combining elements of hypertext, procedural fiction, and text adventure (Moulthrop, 2017, p.7)". It can be seen that the Twine game is a significant place for digital literature for it can integrate various elements and contribute to the interactivity of digital literature. Digital literature moves away from the traditional, linear approach so that readers can explore the possibilities of text and understand the author better.
In general, the three different pins in my curation show how the "born-digital" feature in digital literature increases interactivity. Digital literature can use an attractive way to guide the audience to think about the part they used to ignore, provide a real-world experience in a virtual environment, and use a non-linear way to immerse the reader in other emotions.
References
Confente, O. (2021, September 12). The Museum of Human Activity: A Virtual Curation of Art and the Anthropocene. the museum of human activity: a virtual curation of art and the anthropocene. https://thedigitalreview.com/issue01/confente-see-the-anthropocene/index.html
Haraway, D. J. (2016). Staying with the Trouble: Making Kin in the Chthulucene. Duke University Press. https://doi.org/10.2307/j.ctv11cw25q
Heckman, D. & O'Sullivan, J. (2018) 'Electronic Literature: Contexts and Poetics' In: Literary Studies in a Digital Age, New York: Modern Language Association. doi: 10.1632/lsda.2018.14
Moulthrop, S. (2017). Intimate mechanics: One model of electronic literature. Hyperrhiz: New Media Cultures, (17). https://doi.org/10.20415/hyp/017.e03
Pereira, P. (2020). Greening the Digital Muse: An Ecocritical Examination of Contemporary Digital Art and Literature, Electronic Book Review, https://doi.org/10.7273/v30n-1a73
Tate. (2022). 'in the Bush,' Gilbert & George, 1972. Retrieved October 31, 2022, from https://www.tate.org.uk/art/artworks/gilbert-george-in-the-bush-t01702
The Digital Review (2022). Retrieved October 31, 2022, from https://thedigitalreview.com/
Thompson, S., & Reilly, M. (2019). “Everyone’s a Curator”: Identifying the Everyday Curator. International Journal of the Image, 10(2), 25–38. https://doi-org.login.ezproxy.library.ualberta.ca/10.18848/2154-8560/CGP/v10i02/25-38
Tisselli, E. (2020). A game-essay on Coexistence and Spectrality in the anthropocene: By Eugenio Tisselli. the gate. https://thedigitalreview.com/issue00/the-gate/index.html
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