National Book Critics Circle Award Finalist Best Book of Fall (Esquire) and a Most Anticipated Book of 2021 (Lit Hub) What Has Happened to Fiction in the Age of Platform Capitalism? Since it was first launched in 1994, Amazon has changed the world of literature. The “Everything Store” has not just transformed how we buy books; it has affected what we buy, and even what we read. In Everything and Less, acclaimed critic Mark McGurl explores this new world where writing is no longer categorized as high or lowbrow, literature or popular fiction. Charting a course spanning from Henry James to E. L. James, McGurl shows that contemporary writing has less to do with writing per se than with the manner of its distribution. This consumerist logic—if you like this, you might also like ...—has reorganized the fiction universe so that literary prize-winners sit alongside fantasy, romance, fan fiction, and the infinite list of hybrid genres and self-published works. This is an innovation to be cautiously celebrated. Amazon’s platform is not just a retail juggernaut but an aesthetic experiment driven by an unseen algorithm rivaling in the depths of its effects any major cultural shift in history. Here all fiction is genre fiction, and the niches range from the categories of crime and science fiction to the more refined interests of Adult Baby Diaper Lover erotica. Everything and Less is a hilarious and insightful map of both the commanding heights and sordid depths of fiction, past and present, that opens up an arresting conversation about why it is we read and write fiction in the first place.
An in-depth exploration of the experience of playing board games and how game designers shape that experience. In Unboxed, Gordon Calleja explores the experience of playing board games and how game designers shape that experience. Calleja examines key aspects of board game experience—the nature of play, attention, rules, sociality, imagination, narrative, materiality, and immersion—to offer a theory of board game experience and a model for understanding game involvement that is relevant to the analysis, criticism, and design of board games. Drawing on interviews with thirty-two leading board game designers and critics, Calleja—himself a board game designer—provides the set of conceptual tools that board game design has thus far lacked. After considering different conceptions of play, Calleja discusses the nature and role of attention and goes on to outline the key forms of involvement that make up the board game playing experience. In subsequent chapters, Calleja explores each of these forms of involvement, considering both the experience itself and the design considerations that bring it into being. Calleja brings this analysis together in a chapter that maps how these forms of involvement come together in the moment of gameplay, and how their combination shapes the flow of player affect. By tracing the processes by which players experience these moments of rule-mediated, imagination-fueled sociality, Calleja helps us understand the richness of the gameplay experience packed into the humble board game box.
A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
While students and general readers typically cannot relate to esoteric definitions of science fiction, they readily understand the genre as a literature that characteristically deals with subjects such as new inventions, space, robot and aliens. This book looks at science fiction in precisely this manner, with twenty-one chapters that each deal with a subject that is repeatedly addressed in science fiction of recent centuries. Based on a packet of original essays that the author assembled for his classes, the book could serve as a supplemental textbook in science fiction classes, but also contains material of interest to science fiction scholars and others devoted to the genre. In some cases, chapters offer thorough surveys of numerous works involving certain subjects, such as imagined vehicles, journeys beneath the Earth and undersea adventures, discovering intriguing patterns in the ways that various writers developed their ideas. When comprehensive coverage of ubiquitous topics such as robots, aliens and the planet Mars is impossible, chapters focus on major themes referencing selected texts. A conclusion discusses other science fiction subjects that were omitted for various reasons, and a bibliography lists additional resources for the study of science fiction in general and the topics of each chapter.
This book includes a short history of interactive narrative and an account of a small group collaboratively authored social media narrative: Romeo and Juliet on Facebook: After Love Comes Destruction. At the forefront of narrative innovation are social media channels – speculative spaces for creating and experiencing stories that are interactive and collaborative. Media, however, is only the access point to the expressiveness of narrative content. Wikis, messaging, mash-ups, and social media (Facebook, Twitter, YouTube and others) are on a trajectory of participatory story creation that goes back many centuries. These forms offer authors ways to create narrative meaning that reflects our current media culture, as the harlequinade reflected the culture of the 18th century, and as the volvelle reflected that of the 13th century. Interactivity, Collaboration, and Authoring in Social Media first prospects the last millennium for antecedents of today’s authoring practices. It does so with a view to considering how today’s digital manifestations are a continuation, perhaps a reiteration, perhaps a novel pioneering, of humans’ abiding interest in interactive narrative. The book then takes the reader inside the process of creating a collaborative, interactive narrative in today’s social media through an authoring experience undertaken by a group of graduate students. The engaging mix of blogs, emails, personal diaries , and fabricated documents used to create the narrative demonstrates that a social media environment can facilitate a meaningful and productive collaborative authorial experience and result in an abundance of networked, personally expressive, and visually and textually referential content. The resulting narrative, After Love Comes Destruction, based in Shakespeare’s Romeo and Juliet, shows how a generative narrative space evolved around the students’ use of social media in ways they had not previously considered both for authoring and for delivery of their final narrative artifact.
This volume examines the structure of text-based Future Narratives in the widest sense, including choose-your-own-adventure books, forking-path novels, combinatorial literature, hypertexts, interactive fiction, and alternate reality games. How 'radical' can printed Future Narratives really be, given the constraints of their media? When exactly do they not only play with the mere idea of multiple continuations, but actually stage genuine openness and potentiality? Process- rather than product-oriented, text-based Future Narratives are seen as performative and contingent systems, simulating their own emergence.
Since the 1960s, academics have theorized that literature is on its way to becoming obsolete or, at the very least, has lost part of its power as an influential medium of social and cultural critique. This work argues against that misconception and maintains that contemporary American literature is not only alive and well but has grown in significant ways that reflect changes in American culture during the last twenty years. In addition, this work argues that beginning in the 1980s, a new, allied generation of American writers, born from the late 1950s to the early 1970s, has emerged, whose hybrid fiction blend distinct elements of previous American literary movements and contain divided social, cultural and ethnic allegiances. The author explores psychological, philosophical, ethnic and technological hybridity. The author also argues for the importance of and need for literature in contemporary America and considers its future possibilities in the realms of the Internet and hypertext. David Foster Wallace, Neal Stephenson, Douglas Coupland, Sherman Alexie, William Vollmann, Michele Serros and Dave Eggers are among the writers whose hybrid fictions are discussed.
Almost without anybody noticing, a new cultural paradigm has come center stage, displacing an exhausted and increasingly marginalised postmodernism. Dr. Alan Kirby calls this cultural paradigm digimodernism, a name comprising both its central technical mode and its privileging of the fingers and thumbs in its use. The increasing irrelevancy of postmodernism requires a new theory to underpin our current digital culture.