From Wikipedia, the free encyclopedia


This user has publicly declared that they have a conflict of interest regarding the Wikipedia article Deena Larsen.
This user is a participant in WikiProject Electronic literature
This user is a participant in WikiProject Women in Red (redlinks→blue)
WikiProject Video games
WikiProject Video games

I am Deena Larsen and I have loved electronic literature ever since the early 1990s. The field has grown from a bare dozen writers to thousands in the past three decades--and has spanned several complete revolutions. I have been involved in electronic literature. I have gone to practically every conference. I know people in the field. I probably watched them give their presentations, read their essays, read their works, and talked to them.   I want to help wikipedians access the full spectrum of the genre. I now have a bit of time to do that because I retired July 30, 2022.

I worked for over 30 years as a technical writer in water management, so I do have a passion for clearly explaining complex environmental and water issues as well.

I am not being paid to update anything. I have not received any compensation nor am I seeking compensation for any edit. This is purely a volunteer effort as I love this field and I want wikipedia readers to know about this field. I have used citations and references for all updates.

So, yes, I am one of those myriad old fogey volunteers pursuing their passions! Please help me as I am a newbie here at wikipedia and an oldie at elit! I greatly appreciate all your help!

And yes, I know I have been a member long enough to get some clue as to what I am doing, but it has been an interesting retirement, and I have many other projects as well. So advice is always welcome!!

We are starting a new project to edit women electronic literature/interactive fiction projects. Would you like to join us? Wikipedia:WikiProject Women writers/Women electronic literature writers. We could really use advice and help!

What about a list of works by the approximate time required to commit to them (e.g., 10 minute read/watch, hour interaction, 20 hour interaction)?

List of reference works

This list has alphabetized references for easier copying and pasting. Bainbridge [1], Baron [2], Barrett [3], Bell [4], Benedict [5], Bernstein [6], Bernstein2 [7], Brooks [8], Eskelinen [9], Field [10], Hayles [11], Hayles2 [12], James [13], Jenkins [14], Horowitz [15], Horowitz2 [16], Kirschner [17], Joyce [18], Landow1 [19], Landow2 [20], Lanham [21], Le Guin [22], Mancini [23], Markley [24], McCloud1 [25], McCloud2 [26], McLuhan1. [27], McLuhan2 [28], Nelson [29], Pearce, Shaviro [30], Stefik [31], Taylor [32], Ulmer [33], Ulmer2 [34], Wardrip-Fruin [35], WOE [36]

Indian Electronic Literature Anthology [37]

Indian Electronic Literature Anthology: Volume [38]

To mine [39]

References

  1. ^ Bainbridge, William Sims (2010). The Warcraft civilization: social science in a virtual world. Cambridge, Mass: MIT Press. ISBN  978-0-262-01370-3. OCLC  373474485.
  2. ^ Baron, Naomi S. (2008). Always on: language in an online and mobile world. Oxford ; New York: Oxford University Press. ISBN  978-0-19-531305-5. OCLC  173502670.
  3. ^ Barrett, Edward, ed. (1995). The society of text: hypertext, hypermedia, and the social construction of information. Information systems (4. print ed.). Cambridge, Mass: MIT Press. ISBN  978-0-262-02291-0.
  4. ^ Bell, Alice (2010). The possible worlds of hypertext fiction. Houndmills, Basingstoke, Hampshire ; New York: Palgrave Macmillan. ISBN  978-0-230-54255-6. OCLC  429024040.
  5. ^ Benedikt, Michael, ed. (1991). Cyberspace: first steps. Cambridge, Mass: MIT Press. ISBN  978-0-262-02327-6.
  6. ^ Bernstein, Mark; Greco, Diane, eds. (2009). Reading Hypertext. Watertown MA USA: Estgate Systems. ISBN  978-1-884511-48-6.
  7. ^ Bernstein, Mark (2006). The Tinderbox way. Watertown, Mass: Eastgate Systems. ISBN  978-1-884511-46-2.
  8. ^ Brooks, Larry (2011). Story Engineering: Mastering the 6 Core Competencies of Successful Writing. F&W Media International.
  9. ^ Eskelinen, Markku; Koskimaa, Raine (2001). Cyber Text Yearbook 2001. Nykykultuurin Tutkimuskeskusksen Julkaisuja University of Jvaskla.
  10. ^ Field, Syd (1984). The screenwriter's workbook. New York, N.Y: Dell Pub. Co. ISBN  978-0-440-58225-0.
  11. ^ Hayles, N. Katherine (1999). How we became posthuman: virtual bodies in cybernetics, literature, and informatics. Chicago, Ill: University of Chicago Press. ISBN  978-0-226-32146-2.
  12. ^ Hayles, N. Katherine (2008). Electronic literature: new horizons for the literary. The Ward-Phillips lectures in English language and literature. Notre Dame, Ind: University of Notre Dame. ISBN  978-0-268-03084-1.
  13. ^ James, Jennifer (1996). Thinking in the future tense: leadership skills for a new age. New York, NY: Simon & Schuster. ISBN  978-0-684-81098-0.
  14. ^ Jenkins, Henry (2006). Convergence culture: where old and new media collide. New York: New York University Press. ISBN  978-0-8147-4281-5. OCLC  64594290.
  15. ^ Horowitz, Stuart (2013). Blueprint your bestseller. Perigee.
  16. ^ Horowitz, Stuart (2015). Book Architecture: How to plot and outline without using a formula. Book Architecture, LLC.
  17. ^ Kirschner, Paul Arthur, ed. (2003). Visualizing argumentation: software tools for collaborative and educational sense-making. Computer supported cooperative work. London Heidelberg: Springer. ISBN  978-1-85233-664-6.
  18. ^ Joyce, Michael (1995). Of Two Minds: Hypertext pedagogy and poetics. University of Michigan Press.
  19. ^ Landow, George P. (1994). Hyper / text / theory. Baltimore (Md.) London: the Johns Hopkins University press. ISBN  978-0-8018-4837-7.
  20. ^ Landow, George P. (2006). Hypertext 3.0. Johns Hopkins Press.
  21. ^ Lanham, Richard A. (1993). The electronic word: democracy, technology, and the arts. Chicago: University of Chicago Press. ISBN  978-0-226-46883-9.
  22. ^ Le Guin, Ursula K. (1998). Steering the craft: exercises and discussions on story writing for the lone navigator or the mutinous crew (1st ed ed.). Portland, Or: Eighth Mountain Press. ISBN  978-0-933377-46-2. {{ cite book}}: |edition= has extra text ( help)
  23. ^ Mancini, Clara (2005). Cinematic hypertext: investigating a new paradigm. Frontiers in artificial intelligence and applications. Amsterdam ; Washington, DC: IOS Press. ISBN  978-1-58603-513-6.
  24. ^ Markley, Robert, ed. (1996). Virtual realities and their discontents. Baltimore: Johns Hopkins University Press. ISBN  978-0-8018-5225-1.
  25. ^ McCloud, Scott (2017). Understanding comics (Reprint ed.). New York: William Morrow, an imprint of Harper Collins Publishers. ISBN  978-0-06-097625-5.
  26. ^ McCloud, Scott (2008). Reinventing comics: how imagination and technology are revolutionizing an art form (1. perennial ed., 7. print ed.). New York, NY: HarperCollins. ISBN  978-0-06-095350-8.
  27. ^ McLuhan, Marshall. Understanding Media: The Extensions of Man. Mc-Graw Hill.
  28. ^ McLuhan, Marshall (1962). The Gutenberg Galaxy. University of Toronto Press.
  29. ^ Nelson, Theodore Holm (1993). Literary Machines 93.1. Mindful Press.
  30. ^ Shaviro, Steven (2003). Connected, or, What it means to live in the network society. Electronic mediations. Minneapolis: University of Minnesota Press. ISBN  978-0-8166-4362-2.
  31. ^ Stefik, Mark; Cerf, Vinton (1997). Internet Dreams: Archetypes, Myths, and Metaphors. MIT Press.
  32. ^ Taylor, Mark C.; Saarinen, Esa (1994). Imagologies: Media Philosophy. Routledge.
  33. ^ Ulmer, Gregory L. (1985). Applied grammatology: post(e)-pedagogy from Jacques Derrida to Joseph Beuys. Baltimore: Johns Hopkins University Press. ISBN  978-0-8018-3256-7.
  34. ^ Ulmer, Gregory L. (1994). Heuretics: the logic of invention. Baltimore London: John Hopkins University Press. ISBN  978-0-8018-4718-9.
  35. ^ Wardrip-Fruin, Noah; Montfort, Nick; Crumpton, Michael, eds. (2003). The new media reader. Cambridge, Massachusetts London, England: The MIT Press. ISBN  978-0-262-23227-2.
  36. ^ "Writing on the Edge". Writing on the Edge. 2 (2) (published Spring 1991). 1991. {{ cite journal}}: Check date values in: |publication-date= ( help)
  37. ^ Menon, Nirmala; T, Shanmugapriya; Joseph, Justy; Sutton, Deborah (2023-12-13). Indian Electronic Literature Anthology. Indian Institute of Technology – Knowledge Sharing in Publishing. doi: 10.57004/book1/. ISBN  978-93-5811-313-6.
  38. ^ Menon, Nirmala; T, Shanmugapriya; Joseph, Justy; Sutton, Deborah (2023-12-13). Indian Electronic Literature Anthology. Indian Institute of Technology – Knowledge Sharing in Publishing. doi: 10.57004/book1. ISBN  978-93-5811-313-6.
  39. ^ Burgess, Helen J. (2018). "Publish All the Things: The Life (and Death) of Electronic Literature". Journal of Electronic Publishing. 21 (1). doi: 10.3998/3336451.0021.105. ISSN  1080-2711.


Electronic Literature project

If you are interested, there are other historical works for computers (not really digital stories...)

From Wikipedia, the free encyclopedia


This user has publicly declared that they have a conflict of interest regarding the Wikipedia article Deena Larsen.
This user is a participant in WikiProject Electronic literature
This user is a participant in WikiProject Women in Red (redlinks→blue)
WikiProject Video games
WikiProject Video games

I am Deena Larsen and I have loved electronic literature ever since the early 1990s. The field has grown from a bare dozen writers to thousands in the past three decades--and has spanned several complete revolutions. I have been involved in electronic literature. I have gone to practically every conference. I know people in the field. I probably watched them give their presentations, read their essays, read their works, and talked to them.   I want to help wikipedians access the full spectrum of the genre. I now have a bit of time to do that because I retired July 30, 2022.

I worked for over 30 years as a technical writer in water management, so I do have a passion for clearly explaining complex environmental and water issues as well.

I am not being paid to update anything. I have not received any compensation nor am I seeking compensation for any edit. This is purely a volunteer effort as I love this field and I want wikipedia readers to know about this field. I have used citations and references for all updates.

So, yes, I am one of those myriad old fogey volunteers pursuing their passions! Please help me as I am a newbie here at wikipedia and an oldie at elit! I greatly appreciate all your help!

And yes, I know I have been a member long enough to get some clue as to what I am doing, but it has been an interesting retirement, and I have many other projects as well. So advice is always welcome!!

We are starting a new project to edit women electronic literature/interactive fiction projects. Would you like to join us? Wikipedia:WikiProject Women writers/Women electronic literature writers. We could really use advice and help!

What about a list of works by the approximate time required to commit to them (e.g., 10 minute read/watch, hour interaction, 20 hour interaction)?

List of reference works

This list has alphabetized references for easier copying and pasting. Bainbridge [1], Baron [2], Barrett [3], Bell [4], Benedict [5], Bernstein [6], Bernstein2 [7], Brooks [8], Eskelinen [9], Field [10], Hayles [11], Hayles2 [12], James [13], Jenkins [14], Horowitz [15], Horowitz2 [16], Kirschner [17], Joyce [18], Landow1 [19], Landow2 [20], Lanham [21], Le Guin [22], Mancini [23], Markley [24], McCloud1 [25], McCloud2 [26], McLuhan1. [27], McLuhan2 [28], Nelson [29], Pearce, Shaviro [30], Stefik [31], Taylor [32], Ulmer [33], Ulmer2 [34], Wardrip-Fruin [35], WOE [36]

Indian Electronic Literature Anthology [37]

Indian Electronic Literature Anthology: Volume [38]

To mine [39]

References

  1. ^ Bainbridge, William Sims (2010). The Warcraft civilization: social science in a virtual world. Cambridge, Mass: MIT Press. ISBN  978-0-262-01370-3. OCLC  373474485.
  2. ^ Baron, Naomi S. (2008). Always on: language in an online and mobile world. Oxford ; New York: Oxford University Press. ISBN  978-0-19-531305-5. OCLC  173502670.
  3. ^ Barrett, Edward, ed. (1995). The society of text: hypertext, hypermedia, and the social construction of information. Information systems (4. print ed.). Cambridge, Mass: MIT Press. ISBN  978-0-262-02291-0.
  4. ^ Bell, Alice (2010). The possible worlds of hypertext fiction. Houndmills, Basingstoke, Hampshire ; New York: Palgrave Macmillan. ISBN  978-0-230-54255-6. OCLC  429024040.
  5. ^ Benedikt, Michael, ed. (1991). Cyberspace: first steps. Cambridge, Mass: MIT Press. ISBN  978-0-262-02327-6.
  6. ^ Bernstein, Mark; Greco, Diane, eds. (2009). Reading Hypertext. Watertown MA USA: Estgate Systems. ISBN  978-1-884511-48-6.
  7. ^ Bernstein, Mark (2006). The Tinderbox way. Watertown, Mass: Eastgate Systems. ISBN  978-1-884511-46-2.
  8. ^ Brooks, Larry (2011). Story Engineering: Mastering the 6 Core Competencies of Successful Writing. F&W Media International.
  9. ^ Eskelinen, Markku; Koskimaa, Raine (2001). Cyber Text Yearbook 2001. Nykykultuurin Tutkimuskeskusksen Julkaisuja University of Jvaskla.
  10. ^ Field, Syd (1984). The screenwriter's workbook. New York, N.Y: Dell Pub. Co. ISBN  978-0-440-58225-0.
  11. ^ Hayles, N. Katherine (1999). How we became posthuman: virtual bodies in cybernetics, literature, and informatics. Chicago, Ill: University of Chicago Press. ISBN  978-0-226-32146-2.
  12. ^ Hayles, N. Katherine (2008). Electronic literature: new horizons for the literary. The Ward-Phillips lectures in English language and literature. Notre Dame, Ind: University of Notre Dame. ISBN  978-0-268-03084-1.
  13. ^ James, Jennifer (1996). Thinking in the future tense: leadership skills for a new age. New York, NY: Simon & Schuster. ISBN  978-0-684-81098-0.
  14. ^ Jenkins, Henry (2006). Convergence culture: where old and new media collide. New York: New York University Press. ISBN  978-0-8147-4281-5. OCLC  64594290.
  15. ^ Horowitz, Stuart (2013). Blueprint your bestseller. Perigee.
  16. ^ Horowitz, Stuart (2015). Book Architecture: How to plot and outline without using a formula. Book Architecture, LLC.
  17. ^ Kirschner, Paul Arthur, ed. (2003). Visualizing argumentation: software tools for collaborative and educational sense-making. Computer supported cooperative work. London Heidelberg: Springer. ISBN  978-1-85233-664-6.
  18. ^ Joyce, Michael (1995). Of Two Minds: Hypertext pedagogy and poetics. University of Michigan Press.
  19. ^ Landow, George P. (1994). Hyper / text / theory. Baltimore (Md.) London: the Johns Hopkins University press. ISBN  978-0-8018-4837-7.
  20. ^ Landow, George P. (2006). Hypertext 3.0. Johns Hopkins Press.
  21. ^ Lanham, Richard A. (1993). The electronic word: democracy, technology, and the arts. Chicago: University of Chicago Press. ISBN  978-0-226-46883-9.
  22. ^ Le Guin, Ursula K. (1998). Steering the craft: exercises and discussions on story writing for the lone navigator or the mutinous crew (1st ed ed.). Portland, Or: Eighth Mountain Press. ISBN  978-0-933377-46-2. {{ cite book}}: |edition= has extra text ( help)
  23. ^ Mancini, Clara (2005). Cinematic hypertext: investigating a new paradigm. Frontiers in artificial intelligence and applications. Amsterdam ; Washington, DC: IOS Press. ISBN  978-1-58603-513-6.
  24. ^ Markley, Robert, ed. (1996). Virtual realities and their discontents. Baltimore: Johns Hopkins University Press. ISBN  978-0-8018-5225-1.
  25. ^ McCloud, Scott (2017). Understanding comics (Reprint ed.). New York: William Morrow, an imprint of Harper Collins Publishers. ISBN  978-0-06-097625-5.
  26. ^ McCloud, Scott (2008). Reinventing comics: how imagination and technology are revolutionizing an art form (1. perennial ed., 7. print ed.). New York, NY: HarperCollins. ISBN  978-0-06-095350-8.
  27. ^ McLuhan, Marshall. Understanding Media: The Extensions of Man. Mc-Graw Hill.
  28. ^ McLuhan, Marshall (1962). The Gutenberg Galaxy. University of Toronto Press.
  29. ^ Nelson, Theodore Holm (1993). Literary Machines 93.1. Mindful Press.
  30. ^ Shaviro, Steven (2003). Connected, or, What it means to live in the network society. Electronic mediations. Minneapolis: University of Minnesota Press. ISBN  978-0-8166-4362-2.
  31. ^ Stefik, Mark; Cerf, Vinton (1997). Internet Dreams: Archetypes, Myths, and Metaphors. MIT Press.
  32. ^ Taylor, Mark C.; Saarinen, Esa (1994). Imagologies: Media Philosophy. Routledge.
  33. ^ Ulmer, Gregory L. (1985). Applied grammatology: post(e)-pedagogy from Jacques Derrida to Joseph Beuys. Baltimore: Johns Hopkins University Press. ISBN  978-0-8018-3256-7.
  34. ^ Ulmer, Gregory L. (1994). Heuretics: the logic of invention. Baltimore London: John Hopkins University Press. ISBN  978-0-8018-4718-9.
  35. ^ Wardrip-Fruin, Noah; Montfort, Nick; Crumpton, Michael, eds. (2003). The new media reader. Cambridge, Massachusetts London, England: The MIT Press. ISBN  978-0-262-23227-2.
  36. ^ "Writing on the Edge". Writing on the Edge. 2 (2) (published Spring 1991). 1991. {{ cite journal}}: Check date values in: |publication-date= ( help)
  37. ^ Menon, Nirmala; T, Shanmugapriya; Joseph, Justy; Sutton, Deborah (2023-12-13). Indian Electronic Literature Anthology. Indian Institute of Technology – Knowledge Sharing in Publishing. doi: 10.57004/book1/. ISBN  978-93-5811-313-6.
  38. ^ Menon, Nirmala; T, Shanmugapriya; Joseph, Justy; Sutton, Deborah (2023-12-13). Indian Electronic Literature Anthology. Indian Institute of Technology – Knowledge Sharing in Publishing. doi: 10.57004/book1. ISBN  978-93-5811-313-6.
  39. ^ Burgess, Helen J. (2018). "Publish All the Things: The Life (and Death) of Electronic Literature". Journal of Electronic Publishing. 21 (1). doi: 10.3998/3336451.0021.105. ISSN  1080-2711.


Electronic Literature project

If you are interested, there are other historical works for computers (not really digital stories...)


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