Session 4: New Narrativism

5th Global Conference

visionslogo

Sunday 11th July 2010 – Tuesday 13th July 2010
Mansfield College, Oxford


Reading with the Body: Interpreting Three Dimensional Media as Narrative
James Barrett
Umeå University/HUMlab, Sweden

This paper argues that virtual online worlds are complex sites for the realization of narrative, in a form of embodied reading that is posthuman and performative.

The in-world avatar is the embodiment of an interpreting agent in the virtual world. Such devices accomplish a number of functions in terms of the narrative realisation. The avatar contributes to the posthuman realisation of narrative through the navigation of the spatial attributes, the setting up of perspective in terms of Point of View (POV) in the reading, and the introduction of a character agent into the narrative architecture of the virtual world. Such a series of characteristics results in a cybernetic relationship between the virtual world, as a text, and its reception, interpretation and responses that can be offered to it. Such a relationship is based in the performative possibilities represented in the virtual world. Architecture becomes the grammar of reading in the virtual world, with design and code, copyright and the address of its objects and inhabitants, that which makes the narratives.

The meeting of an embodied agent in a virtual world results in tensions between phenomenological and hermeneutical conceptions of meaning. Building on the work of Harroway (1991), Aarseth (1997), Hayles (1999), and Jenkins (2003), this paper argues for the posthuman credentials of virtual worlds, as media that is read performatively. In doing so, it is proposed that the reading of virtual worlds has more in common with the role of narrative in pilgrimage, megalithic sculpture and the performance of place bound religious rituals.

Download Draft Conference Paper (pdf)


The Flickerman: Creating Narrative as Augmented Reality
Lance Dann
Bath Spa University, Bath, UK

This paper will discuss the use of both social media tools and diverse media platforms in the construction of a narrative that inhabits the hybridised space that has grown out of cyberspace and into the ‘real’ world. It will concern an ongoing creative research project, The Flickerman, that began as an attempt to explore the possibilities offered to writers by working outside conventional broadcasting networks, and has grown into a piece of open-source story telling. The project is discussed in terms of its methodology, being one that breaks through the ‘fourth wall’ of the computer screen and works with cyberspace as a form of augmented reality.

The Flickerman is a multi-platform sci-fi thriller that was written and produced as part of a PhD in Creative Writing based at University Bath Spa and funded by the Society of Authors. By combining real world events, audience interaction, live writing, found online objects and uploaded ephemera The Flickerman’s narrative recreates traditional story telling as a digital audio bricollage, one in which the distinction between real space and virtual space is discarded and the real and imagined are seamlessly blurred. The series was launched in 2009 across Facebook, vimeo, SoundCloud, twitter, Facebook and iTunes, with the audio elements being broadcast on radio international (it is currently being serialised on ABC Radio National in Australia). The project is a fully functioning experiment in new forms of story-telling, one which aims to go beyond possibilities offered by Alternative Reality Games by creating a narrative based experience that is both engaging and inviting to even the most casual of audiences. The Guardian said of the series’ radio broadcasts that “it all makes you feel involved. This is what people hope to create when they say “interactive” but I’ve never seen it work before. It is a strange and exhilarating project”.

Download Draft Conference Paper (pdf)


Making Science-Fiction Personal: Videogames and Inter-Affective Storytellin
Kevin Veale
Department of Film, Television and Media Studies, University of Auckland, New Zealand

Videogames bring science fiction into the affective present. By and large, videogame texts are structured so that there is none of the mediation presented by the protagonists of books or films; instead, the relationships the player forms matter to them because they are personal. The agency provided to game players means that they have a direct relationship to the consequences of their actions, which give science fiction videogames impact at a personal level. In “System Shock 2,” the player is confronted with body-horror. Enemies yell for the player to hide or run away, even as those enemies cannot prevent their bodies from attacking, after being taken over by alien worms. “System Shock 2” then makes the body-horror personal by creating situations where the player questions her/his own humanity, due to cybernetic modification. The game asks the player, “What do you do? How does that feel?” The affective experience of videogame texts is distinct from that of other forms of media because the questions are directed to the players themselves, rather than to a character they identify with.

Since videogames are distinguished by the player’s experience of the text, tools from phenomenology can be applied to consider how the player forms affective relationships with fictional characters and science fiction concepts. Affect, the dynamic and transportable zone of potential emotions, functions through cathexis, whereby an individual becomes invested in something regardless of what that may be. The investment occurs within a contextual world-of-concern which envelops the player and grounds his/her investment in the experience of the game’s story.

The impact of having the player directly involved and affectively invested in the experience presents opportunities for inter-affective storytelling which would not be possible outside of an interactive context, since agency is a fundamental part of what makes the affective connection personal.

Download Draft Conference Paper (pdf)

Contact Info
Priory House
149B Wroslyn Road
Freeland, Oxfordshire OX29 8HR
United Kingdom

Tel: +44 (0)1993 882087
Fax: +44 (0)870 4601132
E-mail: office@inter-disciplinary.net

Follow us on Twitter
Join us on Facebook


Upcoming Events
New Publications Site Launched
We are thrilled to announce the launch of our new publications site: Inter-Disciplinary Press. All publications will shortly removed from this site and ported over to the new site which will be dedicated to interdisciplinary publishing of all varieties.

New Projects Planned for Hong Kong and North America
2012 will see us expand our footprint to take in Hong Kong and North America. Initially scheduled as two sets of 4 projects in each location, there will be a research-focused orientation to the activities which will take place. These will be linked to a progressive publications plan consisting of a new 'Handbook' style series designed to bring together the best in interdisciplinary collaboration.

Stats for July 2011
July was a busy month for the server! 667,708 hits were recorded on the Inter-Disciplinary.Net, with 49,720 unique visitors. The continuing response to and global recognition of our work never ceases to be a source of delight to everyone involved and a huge 'thank you' for your on-going support and interest in our projects.