Interactive Fiction
1,277 Followers
Recent papers in Interactive Fiction
The Sinclair ZX Spectrum was one of the most popular home computers in British history, selling over five million units in its 1980s heyday. Amongst the thousands of games released for the Spectrum during its lifetime, the text adventure... more
This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of... more
The ability of computers to produce ‘presence’ – the visceral feeling of actually ‘being there’ – is typically associated with the presentation of intensive graphical effects. But studies on presence indicate that what players are able to... more
Why is it that most fictions present one and only one ending, rather than multiple ones? Fictions presenting multiple endings are possible, because a few exist; but they are very rare, and this calls for an explanation. We argue that such... more
Współcześnie gry komputerowe doczekały się wielu naukowych omówień i stanowią przedmiot licznych akademickich dociekań i studiów – powstała wszak ludologia, odrębna gałąź wiedzy zajmująca się badaniem ich roli i funkcji, jakie spełniają... more
En el presente artículo se ofrece un acercamiento a varias de las principales manifestaciones ciberliterarias que han florecido en Iberoamérica en los últimos cuarenta años (1976-2016). Se comienza con una aproximación preliminar al... more
Adventure games emerged as a new form of digital games in the late 1970s, via the release of the first adventure game, Adventure. Originally text-only in representation, and using the parser to guide the player character, adventure games... more
"Cybercultural Ecologies examines the interpenetrating relationships between nature, virtuality, and narrative. Operating at the interface between ecocriticism and cyberculture, its approach is narrative-based and thematic, focusing on... more
"This article explores the narrative paradox and how we can design interactive fictions where actions and narrations can contribute for a more meaningful experience within an interactive setting. In this paper we argue that pervasive and... more
How can we be moved by the fate of Anna Karenina? By asking this question, Colin Radford introduced the paradox of fiction, or the problem that we are often emotionally moved by characters and events which we know don’t really exist... more
Playing Hamlet is different from reading Hamlet. To play Hamlet—whether an interactive book, or any of a host of computer games—is to be promised choice. Yet, as more than thirty years of Hamlet video games demonstrate, such freedom... more
In his 2008 TV special The System, illusionist Derren Brown performs a trick in which he flips a coin and achieves ten consecutive heads. This astonishing feat conjures various possibilities in the mind of the viewer. Is he palming the... more
La identificación entre el jugador y el avatar está en el centro de numerosas reflexiones académicas, especialmente la función de este último como encarnación del primero (Klevjer, 2006). Entre otros, Alfonso Cuadrado (2008) analiza los... more
This paper establishes a hermeneutic method for interpreting videogames. The method is termed double hermeneutic because of the player’s ability to affect the interpreted information. The double hermeneutic differs between games and game... more
This special issue of Reconstruction is one of its largest because the roster was actually put together in the hopes of producing a printed, spin-off volume. That never happened, but we are all better for it since the contributors held... more
If, as this book contends, gothic texts tend towards the “mashing up” of elements from previous cultural texts, the stories of Edgar Allan Poe double down on this tendency. In the entry for Poe in The Handbook of the Gothic Benjamin... more
Le lien entre théorie et réalité biologique est parfois négligé dans l’étude de divers phénomènes sociaux. Dans cette optique, nous nous pencherons sur le sujet des fictions interactives et plus particulièrement de l’immersion, terme... more
The invention of the Internet has revolutionized the information and communication systems. This results in several innovations in all domains of life including teaching and learning, reading and writing, both creative and critical. This... more
This paper describes the process and problems that had to be faced during the elaboration of a digital interactive narrative for the Instory project (http://img. di. fct. unl. pt/InStory/) implanted in «Quinta da Regaleira», Sintra,... more
What do players of videogames mean when they say they want to shoot zombies? Surely, they know that the zombies are not real, and that they cannot really shoot them, but only control a fictional character who does so. Some philosophers of... more
A brief history of interactive fiction and the mix of technology and literature that it creates. Published in 2000, this article calls for enhanced e-books long before they actually happened.
This paper summarizes the novel literary concepts that has risen with technology and outlines the basic principles that construct the core of interactive narratives, cybertexts and hypertexts. It is aimed to determine the factors that... more
In this article, we consider the ways student writers perceive the challenges involved in writing interactive fiction (IF) as creative writing and how they perceive the efficacy of IF as a tool for persuasion. We contend that approaching... more
La presente investigación propone configurar una ficción interactiva bajo el formato de aventura conversacional como videojuego de exploración monousuario, a través del cual replantear los métodos de aproximación al concepto de archivo.... more
This paper describes the problems that had to be faced during the elaboration of an interactive narrative for the Instory project (http://img. di. fct. unl. pt/InStory/) directed by Prof. Nuno Correia. The project had the goal of defining... more
This paper describes the problems that had to be faced during the elaboration of an interactive narrative for the Instory project (http://img. di. fct. unl. pt/InStory/) directed by Prof. Nuno Correia. The project had the goal of defining... more
When describing players’ actions in videogame playing, we often use sentences that seem to say that a player performs her action within a fictional world. But it seems to be impossible for a real agent to act in a fictional location. This... more
The concept of learning spaces has moved beyond the walls of the classroom and language learning is now, more than ever, in the hands of the learner. Teachers must accept that their role in the learning process has changed, in many... more
Throughout the 1980s, thousands of British children were lucky enough to discover a Sinclair ZX Spectrum under their Christmas trees and soon found their eyes opened to a virtual world of wonder. But Santa Claus did more than deliver... more
Game environments are being used in multiple fields to study human behavior. Just as experimental studies of human behavior are affected by their methods, games are affected by the authoring platforms and tools used to make them. We... more
In this blog entry on the subject of The Warden Game, published during the "Retro Media" theme week, I describe the circumstances and process surrounding the first-person text adventure game's recovery from the Washington Prison History... more
The medium variously known as ‘interactive fiction’ and ‘text adventure games’ has existed since the mid-1970s (see Montfort 2005 [2003]). Throughout most of its history, it has been produced and consumed within a community of enthusiasts... more
The invention of the Internet has revolutionized the information and communication systems. This results in several innovations in all domains of life including teaching and learning, reading and writing, both creative and critical. This... more
Forni D., “YA narrations and transmediality: exploring narrative videogames from canonical storytelling to interactive fiction”, in YA Studies Around the World, Online Conference by YA Studies Association, modalità telematica, 2-6... more
Perhaps one of the most reassuring features of the codex form is its closed unity. There are a finite number of pages bound together in one arrangement. Such a structure belies all the definitions of unity – of being a totality of parts... more