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The Medium is the Monster: Frankenst...
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Olsen, Calvin.
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The Medium is the Monster: Frankenstein in[g] Electronic Literature and Digital Humanities.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Medium is the Monster: Frankenstein in[g] Electronic Literature and Digital Humanities./
作者:
Olsen, Calvin.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2023,
面頁冊數:
220 p.
附註:
Source: Dissertations Abstracts International, Volume: 85-03, Section: A.
Contained By:
Dissertations Abstracts International85-03A.
標題:
Monsters. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30563898
ISBN:
9798380319744
The Medium is the Monster: Frankenstein in[g] Electronic Literature and Digital Humanities.
Olsen, Calvin.
The Medium is the Monster: Frankenstein in[g] Electronic Literature and Digital Humanities.
- Ann Arbor : ProQuest Dissertations & Theses, 2023 - 220 p.
Source: Dissertations Abstracts International, Volume: 85-03, Section: A.
Thesis (Ph.D.)--North Carolina State University, 2023.
The fields of electronic literature and digital humanities have been intertwined since 2009. Scholars have identified a dependence on technology as the principal connection point between the two, and while this makes for a strong connection it also presumes that connection is clean and simple. This is far from the case, and as the fields have grown more and more multifarious the mess has only gotten larger. Rather than taking the liminal space between electronic literature and digital humanities for granted, this dissertation looks at a handful of the interstices between the two fields by examining three electronic literature artifacts through and/or in relation to digital humanities theories. The thread that binds these electronic literature artifacts is that each is extensively intertwined with Mary Shelley's Frankenstein: Shelley Jackson's hypertext novel, Patchwork Girl, is a retelling of Shelley's novel; Amazing Media's video game, Frankenstein: Through the Eyes of the Monster, co-opts Frankenstein's two main characters and uses its plot as a springboard into a point-and-click adventure; and Olsen, Dufresne, and Rieder's touch-interactive, digital media project, Franken Project, facilitates "glitch" readings of Shelley's novel based on haptic input from users. These artifacts not only rely on Frankenstein for themes and imagery, but each one remediates Frankenstein and plays a part in the monster's continual reincarnation that has made it so prevalent in pop culture.This dissertation stitches the monstrous fields of electronic literature and digital humanities more closely together and establishes Frankenstein's monster as an efficacious trope for considering electronic literature. It also offers a novel methodology, which I call "interactive close reading," for studying the interstices between electronic literature and digital humanities. Interactive close reading simultaneously examines (or close reads) the experiential, visual, and literary aspects of an electronic literature artifact and weaves theories and practices from other areas of inquiry into that examination. Intersectional feminist digital humanities gets woven into Patchwork Girl, game studies gets woven into Frankenstein: Through the Eyes of the Monster, and critical making gets woven into FrankenProject. By employing interactive close reading to these monstrous texts, I demonstrate how other scholars might navigate three of the myriad combinations that emerge when electronic literature and digital humanities are stitched together.This project is an appendage to and continuation of the work that Dene Grigar and James O'Sullivan set into motion when they curated and published Electronic Literature as Digital Humanities. In arguing that electronic literature is digital humanities, Grigar and O'Sullivan placed a huge number of pieces on the proverbial table and reasoned that all of them function together as a whole (or at least that quite a bit of interchangeability existed among them). In "The Medium Is the Monster: Frankenstein in[g] Electronic Literature and Digital Humanities", I demonstrate how scholars from both fields (and others besides) can go about stitching electronic literature and digital humanities together and navigating the myriad interstices between them. By analyzing electronic literature artifacts through the lens of digital humanities scholarship, this project strengthens the ties between these fields, and in turn each artifact's connections to Mary Shelley's Frankenstein strengthens the field of electronic literature. This project maps the emergence of Frankensteinacross each of Leonardo Flores' three electronic literature generations and its influence on those generations, thereby establishing electronic literature as sufficiently "monstrous" enough to remain its own field following its incorporation into digital humanities. Along the way, this project invites scholars from various fields-digital humanities, game studies, literary studies, and more-to infuse their scholarship with the creative experimentation inherent in electronic literature.
ISBN: 9798380319744Subjects--Topical Terms:
517558
Monsters.
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The fields of electronic literature and digital humanities have been intertwined since 2009. Scholars have identified a dependence on technology as the principal connection point between the two, and while this makes for a strong connection it also presumes that connection is clean and simple. This is far from the case, and as the fields have grown more and more multifarious the mess has only gotten larger. Rather than taking the liminal space between electronic literature and digital humanities for granted, this dissertation looks at a handful of the interstices between the two fields by examining three electronic literature artifacts through and/or in relation to digital humanities theories. The thread that binds these electronic literature artifacts is that each is extensively intertwined with Mary Shelley's Frankenstein: Shelley Jackson's hypertext novel, Patchwork Girl, is a retelling of Shelley's novel; Amazing Media's video game, Frankenstein: Through the Eyes of the Monster, co-opts Frankenstein's two main characters and uses its plot as a springboard into a point-and-click adventure; and Olsen, Dufresne, and Rieder's touch-interactive, digital media project, Franken Project, facilitates "glitch" readings of Shelley's novel based on haptic input from users. These artifacts not only rely on Frankenstein for themes and imagery, but each one remediates Frankenstein and plays a part in the monster's continual reincarnation that has made it so prevalent in pop culture.This dissertation stitches the monstrous fields of electronic literature and digital humanities more closely together and establishes Frankenstein's monster as an efficacious trope for considering electronic literature. It also offers a novel methodology, which I call "interactive close reading," for studying the interstices between electronic literature and digital humanities. Interactive close reading simultaneously examines (or close reads) the experiential, visual, and literary aspects of an electronic literature artifact and weaves theories and practices from other areas of inquiry into that examination. Intersectional feminist digital humanities gets woven into Patchwork Girl, game studies gets woven into Frankenstein: Through the Eyes of the Monster, and critical making gets woven into FrankenProject. By employing interactive close reading to these monstrous texts, I demonstrate how other scholars might navigate three of the myriad combinations that emerge when electronic literature and digital humanities are stitched together.This project is an appendage to and continuation of the work that Dene Grigar and James O'Sullivan set into motion when they curated and published Electronic Literature as Digital Humanities. In arguing that electronic literature is digital humanities, Grigar and O'Sullivan placed a huge number of pieces on the proverbial table and reasoned that all of them function together as a whole (or at least that quite a bit of interchangeability existed among them). In "The Medium Is the Monster: Frankenstein in[g] Electronic Literature and Digital Humanities", I demonstrate how scholars from both fields (and others besides) can go about stitching electronic literature and digital humanities together and navigating the myriad interstices between them. By analyzing electronic literature artifacts through the lens of digital humanities scholarship, this project strengthens the ties between these fields, and in turn each artifact's connections to Mary Shelley's Frankenstein strengthens the field of electronic literature. This project maps the emergence of Frankensteinacross each of Leonardo Flores' three electronic literature generations and its influence on those generations, thereby establishing electronic literature as sufficiently "monstrous" enough to remain its own field following its incorporation into digital humanities. Along the way, this project invites scholars from various fields-digital humanities, game studies, literary studies, and more-to infuse their scholarship with the creative experimentation inherent in electronic literature.
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