MA Thesis

After nearly two years of hard work, frustration, anger, thrills, and multitudes of new learning paths gained I present my MA Thesis:

A Threat To The Known: The Unknown Descendants Of Print Culture

My primary focus, I hope, is on the role of reader agency and how it is affected by hypertext fiction.  I used These Waves Of Girls and The Unknown as my primary examples and Dracula as a canonical touchstone.

I’ll have a longer post next week documenting my thoughts about my work, the MA Thesis process, and other issues that crossed my path.

 

Weekly Reader

  • The New Yorker on Dracula and other Vampire related media.
  • Kathleen Fitzpatrick’s very moving tribute to her colleague David Foster Wallace.
  • Performing Subjectivities: Multi-Mimesis in These Waves of Girls
  • Jeanette Winterson reviews the new edition of Cosmicomics.
  • The Guardian interviews Feministing’s Jessica Valenti.
  • Fall 2007 Annotated Symposium Notes

    I have created an annotated version of my presentation at Hypothesis?, the first ever Monmouth University English program symposium (which I organized with Toni Magyar). My presentation was titled Remixing The Canon: Electronic Literature & Distributed Narratives. After defining and offering examples of various forms of New Media and electronic literature I discussed the most recent evolutions in Barthes’ writerly text, including what Jill Walker-Rettberg has termed distributed narratives. I call for a look at “remixing” the canon to be more inclusive of electronic literature due to their often literary tone. The primaries examples I use comes from authors like Caitlin Fisher, Scott Rettberg, Nick Montfort, and Shelley Jackson. (PDF)

    Feral Hypertext : When Hypertext Literature Escapes Control

    A new idea!  Instead of a weekly update of what I am reading for my thesis and the project Toni and I are working on, how about I just blog my research daily as it goes on.  Bear with me: I am bouncing between a number of sources so posts will go back and forth between them often.  My goal is to upload one per day.  In fact, if all goes well the focus of this blog will shift for the time being to my current, in progress, research and writing almost exclusively.

    Oh, I will get back to War Prayers soon.

    History Lesson
    My first entry will be for Jill Walker-Rettberg’s Feral Hypertext : When Hypertext Literature Escapes Control.   Dr. Walker’s paper offers a lot of useful information on two fronts.  There is plenty of good historical information about hypertext and many useful arguments for what Toni and I are working towards in our project, which is moving towards a focus on how texts have been, and are, defined and how this effects electronic literature.  Walker argues that hypertext before the World Wide Web is “domesticated…bred in captivity” (1).  She continues by arguing that hypertext was, however, always intended for individual users.  In 1974, Ted Nelson insists that ordinary people need to have access to personal computers.  Thirty years before, in an essay for The Atlantic in 1945, Vannevar Bush also argues for this:

    Consider a future device for individual use, which is a sort of mechanized private file and library. It needs a name, and to coin one at random, “memex” will do. A memex is a device in which an individual stores all his books, records, and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory.

    Continuing the historical look, Nelson creates the term “hypertext” in 1965.  Two years later, Julia Kristeva does the same for Intertextuality.  What becomes important here for my own thinking is, as Walker notes, the similarities between contemporary critical theory and hypertext have been pointed out numerous times, including, the work I am most familiar with, George Landow’s Hypertext 2.0 from 1997.  Walker is quick to point out, as Landow is as well, that the “relationship between hypertext and critical theory is not that simple” (3).

    Walker continues by offering a brief history of preweb hypertext systems like Hypercard and Storyspace:

    Though the first personal computers became available in the late seventies, the first home hypertext systems weren’t available till the late eighties. Peter Brown’s GUIDE [8] was followed by HyperCard, a hypertext authoring system that was packaged with Macintosh computers. Soon afterwards, Eastgate’s Storyspace became available, first for the Macintosh and later for the PC.  Tinderbox, released from Eastgate in 2001, is probably the tool that most closely follows in the footsteps of these systems, which were very much created in the spirit of Vannevar Bush and the desire for an intimate extension to memory. These hypertext authoring systems allow an individual to organise his or her personal notes and create his or her own self-contained hypertext which can be shared with others by copying it onto a diskette or CD or by emailing it as a single file. While Tinderbox and HyperCard were primarily intended as organisational tools, Storyspace was explicitly developed as a tool for fiction authors.

    The Evolution Of The Writerly Text
    Distribution of literary hypertext before the World Wide Web still shared many of the characteristics of the bounded text.  Like a copy of Sorrentino’s Aberration of Starlight in paperback, a CD of Shelley Jackson’s Patch Work Girl still restricted readers to a “sustained reading of a self-contained work” (5).  The rise of cheaper personal computers and the World Wide Web began to allow anyone with an Internet account to publish on the web, link, and be linked to.  This led to what Walker refers to as “feral hypertext,” hypertext that is “no longer tame and domesticated” (1).  For my own work, the most important point here is that hypertext on the World Wide Web in general cannot be tamed any longer.  Hypertext is very unruly and rather disobedient!

    As Walker points out, literary hypertext that has gone, in her words, “feral” demands of the reader “to accept structures that are neither predefined nor clearly boundaried” (2).  Collaboratively written works like The Unknown and digital poetry like Megan Sapnar and Ingrid Ankerson’s Cruising defy the boundaries of the bounded text.  An interactive memoir like Caitlin Fisher’s These Waves Of Girls is an unruly and rather untamed account of growing up told with audio and visual links.  After making sure to note that Landow and others have pointed out the differences between critical theory and hypertext while pointing out their similarities, Walker expresses the idea, which I strongly agree with, that theorists involved with critical theory and intertextuality are already arguing that texts are unruly and extremely disobedient.  Literary hypertext on the World Wide Web is an evolution of the writerly text.  Hypertext that is feral is, as I see it, an interactive expression of the writing of the work on authorship of theorists like Foucault, Derrida, and Barthes.

     

    Position Paper #8

    William P. Wend
    Position Paper #8
    Dr. Rettberg
    4/2/06

        Jesper Juul's, in his article Introduction To Game Time, begins by stating that there hasn't been much discussion of theory of time in games.  Juul argues that games “engage in a kind of pretense play” (Juul 131).  By this Juul means that the player is playing as two different persona: the gamer plays as themselves and as someone in the world the game being played resides in.  This is what Juul calls game time.  Game time can be described further as “a duality of play timei and event timeii” (131).  Play time and event time, Juul continues, have a different relationship in different kinds of games.  An action game like Contra takes place in real time.  Strategy games, like Axis & Allies, and Simulation games, like Sim City, often speed up time or allow the player to change the speed of time or stop it all together. In Final Fantasy Tactics a battle will continue to happen but wait until the player inputs commands for his soldiers to proceed. While waiting, rain will continue to fall, players will move in place, and time will not pass even though there is still action on the screen.

        The player, Juul argues, takes on the duel role he refers to when discussing pretense play.  Juul uses the example of Tomb Raider.  When playing Tomb Raider, the gamer is hitting X, square, and the other buttons on the Playstation controller but they are also moving Lara Croft across the screen while doing so.  This is, according to Juul, a much more direct interaction than how a reader would interact with a text or a viewer would watch a DVD. 

        Juul continues by discussing how game time can be used to examine the history of a game.  Adventures games allow the gamer to explore a world in a “coherent” time (132). An action game like Contra allows the gamer to move from levels, or worlds, that aren't connected to the next level in various ways. 

        In the next part of Juul's essay he explicates the differences between play time and event time. Play time “denotes the time span taken to play a game” (132). In a game like Tetris, Juul argues, time moves forward in a straight line.  Event time can be described as the duel role the game takes on while playing a game.  The gamer is “themself” and Lara Croft at the same time.  When the gamer hits X on their controller Ms. Croft reacts on the screen in another world taking place at the same time. 

        Not all games have only play time or event time.  Juul notes that Sim City has both play time and event time.  When I play Sim City on my Super Nintendo a series of commercial buildings are built instantly. Within minutes businesses move in, leave, and build bigger, more powerful, businesses.  While only a minute or two has passed in the gamer's world, in the city created for Sim City weeks or months, depending on the speed of time change the gamer has set, have passed. 

        Juul describes play and event time's relationship as “mapping” (134).  The gamer's input are projected into the world in which the game takes place.  When I push A on my Super Nintendo controller a commercial area is placed on the screen.  This happens in both the “now” which takes place in my world and the “now” that takes place in the world of my created city.  In Sim City, as noted before, I choose how play and event time relate to each other by picking how fast or slow time progresses.  I choose how quickly a game maps to event time. 

        Juul's theories about game time can also be applied to literature as well.  When discussing pretense play I have to disagree with Juul about the lack of direct interaction while reading a text.  While sitting on your bed reading Harry Potter isn't all that interactive, hypertext fiction and other forms of hypertext are.  When reading These Waves Of Girls the reading is directly interacting with the text in front of them. The reader reads a page, but then the story does not progress until they click on another link to move to more of the story.  In essence, this is much like the rain continuing to fall in Final Fantasy Tactics.  The story is paused until the reader, or gamer, decides what their next move, whether using a spell or clicking a link, is. 

        Literature can progress at the same elongated speed described from Sim City.  If the reader is reading Piers Anthony's For Love Of Evil, which takes place over about 800 years or so, time moves at the whim of the author.  However, time can also move quickly if the reader reads the entire book in one sitting, or slowly if over a bunch of sittings. The reader cannot, however, change the actual time within the book. 

        Mapping also takes place when reading.  When reading interactive fiction like Book & Volume the reader types in a command.  She inputs “walk north.” Her typing happens in real time alongside the action on the screen, where the user controlled character in the game walks south towards a Starbucks. 

        Games like Contra, which allow the gamer to move from level to level that are barely or not at all related, don't have a lot to do with anything literary. It could be argued, potentially, that Contra is much like a series of non-related short stories, like Jorge Luis Borges' Labyrinths.  Borges' short stories take place in starkly different and vast worlds much like Contra's nine levels are very different.  I'm not so sure how good this argument is however. When I played Contra last night it didn't feel, even in the vaguest terms, literary. 

    i Play time is described by Juul as “the time the player takes to play” (131). 

    ii Event time is described by Juul as “the time taken in the game world” (131).

    Position Paper #2

    William P. Wend
    1/31/06
    Prof Rettberg
    Intro To New Media Studies

    Position Paper #2

    In the three pieces of hypertext we have looked at recently in class, each gave the reader a unique perspective and reading experience.  The reader has very varied choices while viewing and reading these pieces.  In Michael Joyce's Afternoon there are hidden links that the reader must mouse over with their mouse to discover.  The reader may also choose from a sidebar list of word destinations. Stephanie Strickland's The Ballad Of Sand and Harry Soot also has hyper-textual links.  Instead of links in a sidebar, there are also links at the bottom of the screen.  They change color like any normal web page to signify that the reader has viewed the page already.    There are also hyper-linked pictures which will take the reader to another place in the piece.  Caitlin Fisher's These Waves Of Girls has all of this plus a little more for the reader. There are hyper-linked pictures and hypertext which, when moused over, opens up to even more hypertext.  This is very fancy and pretty looking!  In the hypertext that opens there is more links and sub folders of links underneath it.

    Being given these choices as a reader definitely effected what I clicked on next.  In Afternoon the choices were basically, unless the reader wants to spend time discovering links, limited to what is presented in the sidebar.  Afternoon is a wonderful piece of hypertext, but that is a bit boring.  In The Ballad Of Sand And Harry Soot the pictures are much more alluring and interesting to choose as a reader unless a specific word that peaks curiosity comes along. These Waves Of Girls has all of this and more.  This is a very pretty piece with beautiful visuals and exceptional writing.  Because of the subject nature of the writing I was immediately hooked and wanted to read the entire piece.  The presentation of so many different choices between clicking pictures, text, or discovering even more text made the piece enjoyable and made me want to go back for another reading. 

    For the most part, the way the links were set up made my reading a better experience. In Afternoon, however, the set up was a bit awkward and bulky. Being able to choose from a bunch of different links on the side is nice and all, but as a reader I would rather choose from hyper-links. Afternoon is an older piece though, so I don't think it is fair to really hold this against an excellent work.  In both Strickland and Fisher's pieces the links enhanced my reading experience.  The pictures in Strickland were nice and gave me more options that my reading of Afternoon.  The depth of options for a reading in Fisher and Strickland's pieces made me eager to view, read more, and eventually complete the text.  The frames, while an outdated way to set up a webpage, worked for me despite their bulky and ugly look.  I enjoyed having a multitude of options in front of me as a reader while trying to complete the text.  More so than the other pieces, Fisher's work allowed for a complete reading experience. 

    As stated before, the vast amount of choices given to the reader in These Waves Of Girls and The Ballad Of Sand And Harry Soot enabled me, as a reader, to explore the text and spend a lot more time in one sitting reading hypertext than I normally would.  Often I only read in short bursts, but for both of these pieces I spent a good amount of time exploring them.  Afternoon didn't necessarily disable my reading but I did feel like, because of the smaller amount of options available at any given time, it was a lot more linear than the other pieces I read.