Game, Game, Game And Again Game
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Game, Game, Game And Again Game
''Game, Game, Game, and again Game'' is a digital poem and game by Jason Nelson, published on the web in 2007. The poem is simultaneously played and read as it takes the form of a quirky, hand-drawn online platform game. It was translated into French by Amélie Paquet for ''Revue Blueorange'' in 2010. Its sequel is ''I made this. You play this. We are Enemies'' (2009). Gameplay and reading experience Although the game uses game mechanics familiar from simple platform games, the hand-drawn graphics and the integration of poetic lines and phrases draw attention to the literary and aesthetic features of the experience. Rather than striving for a high score, the player is "moving, jumping, and falling through an excessive, disjointed, poetic atmosphere". ''Game, Game, Game, and again Game'' has "high interpretive difficulty from a minimal mechanical difficulty", Patrick Jagoda argues. It is not difficult to play the game, he writes: "the game includes relatively few enemies and ob ...
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Jason Nelson
Jason Nelson is a digital and hypermedia poet and artist. He is Associate Professor of Digital Culture at the University of Bergen, where he was also a Fulbright Fellow from 2016-17. Until 2020 he was a lecturer on Cyberstudies, digital writing and creative practice at Griffith University in Queensland, Australia. He is best known for his artistic flash games/essays such as Game, game, game and again game and ''I made this. You play this. We are Enemies''. He has worked on the Australia Council of the Arts Literature Board and the Board of the Electronic Literature Organization based at MIT. Nelson's style of Web art mergers various genres and technologies, focusing on collages of poetry, image, sound, movement and interaction. Early life and education Nelson grew up in Oklahoma City, Oklahoma. He has a BA from the University of Oklahoma and an MFA in New Media Writing from Bowling Green State University. He began work as a poet, and has created over 30 digital wor ...
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Digital Poetry
Digital poetry is a form of electronic literature, displaying a wide range of approaches to poetry, with a prominent and crucial use of computers. Digital poetry can be available in form of CD-ROM, DVD, as installations in art galleries, in certain cases also recorded as digital video or films, as digital holograms, on the World Wide Web or Internet, and as mobile phone apps. A significant portion of current publications of poetry are available either only online or via some combination of online and offline publication. There are many types of 'digital poetry' such as hypertext, kinetic poetry, computer generated animation, digital visual poetry, interactive poetry, code poetry, holographic poetry (holopoetry), experimental video poetry, and poetries that take advantage of the programmable nature of the computer to create works that are interactive, or use generative or combinatorial approach to create text (or one of its states), or involve sound poetry, or take advantage of ...
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Art Games
An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be understood as describing a video game designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are ''interactive''Holmes, Tiffany. Arcade Classics Span Art? Current Trends in the Art Game Genre''. Melbourne DAC 2003. 2003. (usually ''competitive'' against the computer, self, or other players)Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003. and the result of ''artistic intent'' by the party offering the piece for consideration.Stalker, Phillipa Jane. Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Ver ...
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Electronic Literature
Electronic literature or digital literature is a genre of literature encompassing works created exclusively on and for digital devices, such as computers, tablets, and mobile phones. A work of electronic literature can be defined as "a construction whose literary aesthetics emerge from computation", "work that could only exist in the space for which it was developed/written/coded—the digital space". This means that these writings cannot be easily printed, or cannot be printed at all, because elements crucial to the text are unable to be carried over onto a printed version. As Di Rosario et al. 2021 note "Electronic literature is a digital-oriented literature, but the reader should not confuse it with digitized print literature." Definitions N. Katherine Hayles defines electronic literature as "'digital born' (..) and (usually) meant to be read on a computer", clarifying that this does not include e-books and digitised print literature. A definition offered by the Electronic ...
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Electronic Literature Organization
The Electronic Literature Organization (ELO) is a nonprofit organization "established in 1999 to promote and facilitate the writing, publishing, and reading of electronic literature". It hosts annual conferences, awards annual prizes for works of and criticism of electronic literature, hosts online events and has published a series of collections of electronic literature. History Founding and early years (1999-2002) The ELO was founded in 1999 in Chicago by Scott Rettberg, Robert Coover, and Jeff Ballowe. Rettberg took the role as CEO, and Ballowe was president. In a book chapter about this early phase, Rettberg describes the first three years as a "turbulent and exciting period". An article in the Los Angeles Times in describes the first reading organised by the ELO in July 2000, "a recent evening at the home of Microsoft executive Richard Bangs", with "trays of light finger food and delicately chilled Chardonnay" with "guests from high-tech east side Seattle mingled with re ...
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Let's Play
A Let's Play (LP) is a video (or screenshots accompanied by text) documenting the playthrough of a video game, often including commentary and/or a camera view of the gamer's face. A Let's Play differs from a video game walkthrough or strategy guide by focusing on an individual's subjective experience with the game, often with humorous, irreverent, or critical commentary from the gamer, rather than being an objective source of information on how to progress through the game. While Let's Plays and live streaming of game playthroughs are related, Let's Plays tend to be curated experiences that include editing and narration, and can be scripted, while streaming is an unedited experience performed on the fly. History From the onset of computer video entertainment, video game players with access to screenshot capture software, video capture devices, and screen recording software have recorded themselves playing through games, often as part of walkthroughs, longplays, speedrun ...
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Jay David Bolter
Jay David Bolter (born August 17, 1951) is the Wesley Chair of New Media and a professor in the School of Literature, Media, and Communication at the Georgia Institute of Technology. His areas of study include the evolution of media, the use of technology in education, and the role of computers in the writing process. More recently, he has conducted research in the area of augmented reality and mixed media. Bolter collaborates with researchers in the Augmented Environments Lab, co-directed with Blair MacIntyre, to create apps for entertainment, cultural heritage and education for smart phones and tablets. This supports his theory regarding remediation where he discusses "all media functions as remediators and that remediation offers us a means of interpreting the work of earlier media as well" (Bolter & Grusin, 2000, p. 55). Biography Bolter received his B.A. degree in Greek from Trinity College, in the University of Toronto, in 1973. In 1977 and 1978 he received his P ...
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Digital Humanities Quarterly
''Digital Humanities Quarterly'' is a peer-reviewed open-access academic journal covering all aspects of digital media in the humanities. The journal is also a community experiment in journal publication. The journal is funded and published by the Alliance of Digital Humanities Organizations and its editor-in-chief is Julia Flanders. Editorial policy ''Digital Humanities Quarterly'' has been noted among the "few interesting attempts to peer review born-digital scholarship." Having emerged from a desire to disseminate digital humanities practices to the wider arts and humanities community and beyond, the journal is committed to open access and open standards to deliver journal content, publishing under a Creative Commons Creative Commons (CC) is an American non-profit organization and international network devoted to educational access and expanding the range of creative works available for others to build upon legally and to share. The organization has release ... license. I ...
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Astrid Ensslin
Astrid Christina Ensslin is a German digital humanities scholar and games researcher, and Professor of Digital Culture at the University of Bergen. She was previously Professor of Media and Digital Communications at the University of Alberta. Ensslin is known for her work on digital fictions and video games, and her development of narratological theory to encompass digital narratives. Biography Ensslin received an undergraduate certificate in violin performance and music pedagogy from the Stuttgart Academy of Music and Performing Arts in 1996 and a BA/MA in English and German from the University of Tübingen in 2002. In 2006 she completed her PhD on digital literature and hypertexts at Heidelberg University, where it was short-listed for the Ruprecht-Karl's Award for outstanding scholarly and scientific research. In May 2012 she became a fellow of the Royal Society of Arts, and from 2016 to 2020 she was Professor of Media and Digital Communication and Director of Media and Tec ...
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2007 Video Games
2007 saw many sequels and prequels in video games. New intellectual properties included ''Assassin's Creed'', ''BioShock'', ''Crackdown'', ''Crysis'', ''Mass Effect'', ''Portal'', ''Rock Band'', ''Skate'', '' The Darkness'', ''The Witcher'', and ''Uncharted''. Events Hardware and software sales Worldwide The following are the best-selling games of 2007 in terms of worldwide retail sales. These games sold at least units worldwide in 2007. Europe *Based on estimates from Electronic Arts: Video game console sales of 2007 in Europe Japan *Based on figures from Enterbrain: Video game console sales of 2007 in Japan Best-selling video games of 2007 in Japan North America *Based on figures from the NPD Group via IGN; the games' publishers are listed in brackets: Best-selling video games of 2007 in North America (by platform) United Kingdom *Based on figures from Chart-Track: Best-selling video games of 2007 in the UK Best-selling video games of 2007 in the UK (by p ...
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2008 In Internet Culture
8 (eight) is the natural number following 7 and preceding 9. In mathematics 8 is: * a composite number, its proper divisors being , , and . It is twice 4 or four times 2. * a power of two, being 2 (two cubed), and is the first number of the form , being an integer greater than 1. * the first number which is neither prime nor semiprime. * the base of the octal number system, which is mostly used with computers. In octal, one digit represents three bits. In modern computers, a byte is a grouping of eight bits, also called an wikt:octet, octet. * a Fibonacci number, being plus . The next Fibonacci number is . 8 is the only positive Fibonacci number, aside from 1, that is a perfect cube. * the only nonzero perfect power that is one less than another perfect power, by Catalan conjecture, Mihăilescu's Theorem. * the order of the smallest non-abelian group all of whose subgroups are normal. * the dimension of the octonions and is the highest possible dimension of a normed divisio ...
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New Media Art
New media art includes artworks designed and produced by means of new media, electronic media technology, technologies, comprising virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts (i.e. architecture, painting, sculpture, etc.). New Media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged international ...
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