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2014, Electronic Literature Organization (ELO)
Bouchardon S. (2014). « The tensions of Digital Literature », colloque Electronic Literature Organization (ELO) 2014, 18-21 juin 2014, Milwaukee, Etats-Unis.
2017
Why a paper on digital (or electronic) literature? Writers who are recognized as print writers, such as the French novelist François Bon,1 have been experimenting new literary forms on the Internet. In some respects, the Internet appears as an artistic laboratory or as a vast creative workshop.2 However, literary creation with and for the computer was not born with the Internet; it has been around for several decades. “Digital literature”, “electronic literature”, or even “cyberliterature”: the terminology is not fixed.3 Its authors aim at conceiving and realizing works which are specific to the computer and the digital medium by trying to exploit their characteristics: hypertext technology, multimedia dimension, interactivity... The productions of digital literature were of course not born ex nihilo. Genealogy lines can be traced which are acknowledged by the authors themselves: combinatorial writing and constrained writing, fragmentary writing, sound and visual writing.
What makes electronic literature interesting for researchers? Beyond its artistic and literary value, we can point out its heuristic value. Indeed electronic literature not only permits previous media to be reexamined (paper for instance), but it also allows several well-established notions to be questioned, such as narrative in narratology, text in linguistics and semiotics, figure in rhetorics, materiality in aesthetics, grasp in anthropology, memory in archivistics or literariness in literary studies. Exploiting the heuristic value of electronic literature has two consequences: - an evolution of some notions in certain scientific disciplines, and maybe of the disciplines themselves; - a revealing effect regarding both digital technology and interactive and multimedia writing.
The objective of this paper is not to give a state-of-the-art review of several decades of digital literature, but rather to identify some of the challenges which it is currently facing, as well as the – creative – tensions implied by these challenges. This paper is based on a keynote speech for the international ELO (Electronic Literature Organization) conference organized in Montreal in August 2018, of which the theme was “Mind the gap!”. What are the bridges which digital literature has yet to cross? Which steps have yet to be taken? We are going to focus on these 10 steps or gaps, without however making any claim to exhaustivity. We shall rather raise some questions and reveal some of the tensions entering into play in the field of digital literature, while at the same time considering the associated reading experience and the teaching and research aspects.
Dichtung Digital, 2012
Bouchardon, S. (2012). « Digital Literature in France », Dichtung Digital. N°41, ISSN 1617-6901. ---------- In this paper, I first retrace the filiations and the history of digital literature in France, emphasizing the various literary and aesthetic tendencies and the corresponding structures (groups, reviews). Then I focus on French digital literature communities. I notably give an account of a study that I did in 2004-2007 for the Centre Pompidou in Paris: I analyzed a socio-technical device (discussion list and website) called ecritures, dedicated to digital literature, with the hypothesis of the co-construction of a socio-technical device, a field and a community. I conclude on the possible characteristics of digital literature in France.
Serge Bouchardon and Davin Heckman put the digit back into the digital by emphasizing touch and manipulation as basic to in digital literature. The digital literary work unites figure, grasp, and memory. Bouchardon and Heckman show that digital literature employs a rhetoric of grasping. It figures interaction and cognition through touch and manipulation. For Bouchardon and Heckman, figure and grasp lead to problems of memory - how do we archive touch and manipulation? - requiring renewed efforts on the part of digital literary writers and scholars.
In Liza Daly's interactive fiction, the book is the periphery. A main feature in Daly’s poetics is the exploration and exploitation of printed fiction and in particular of those traditionally deemed marginalia that she reconceptualises, i.e. paratextual elements (verbal and iconic), ortho- and typographic features, as well as thematic ingredients and genre traits of a literary production kept on the margins by literary criticism - but otherwise popular - such as science fiction, detective stories, and epistolary novels. Some of the reader/player’s experience and pleasure in Daly’s work derive less and less from standard IF game strategies such as the lock-key one and more and more from puzzles and unexpected turns that Daly creates on top of semantic and structural relations that hold between elements borrowed from the typical printed literature constituents and the IF ecology. “Fonts matter. Position on the page matters, with scribbled lines spreading out to marginalia which, on occasion, link to other marginalia”, comments Sam Kabo Ashwell discussing 'Harmonia' in a review (2017) that Daly herself recommended. In 'Stone Harbor', images (iconic paratextual items) are not illustrations neither describe the fictive world as such, they play a diegetic role and create a bond between the main character and the reader/player. As this paper will illustrate, other paratextual and typographic elements also matter in this storygame which in addition features a second-person narrative. By identifying some of the repurposed peripheral components of printed writing, this paper aims to discuss the bookish quality of Daly's work thanks to which she originally avoids the traps of old-school adventure games, that is, the "crimes against mimesis" (Sorolla, 2011), engaging and indulging the reader/player in playing with papers and documents varied in size and texture, handwritings, inks of different colours, and other material and cultural aspects of books. To read Daly’s reconceptualisation of marginalia and disambiguate her stylistic and formal choices, two main concepts from linguistics and translation studies will be employed, namely loan and calque. In linguistics, borrowings from other idioms that enter the new communicative context as neologisms can be loans or calques. Loans stand out for their spelling (and pronunciation) bearing traces of their foreignness, whereas calques are less transparent as their morphology meets the conventions and requirements of the target linguistic environment. In addition, some calques disguise their origin almost completely. What is worth noting for the purpose of this paper is that in linguistics a special kind of coinage is discussed, whereas in translation studies the focus is on how to overcome constraints and limits. In both a question of transparency is implicit. The opacity/transfiguration of the codex is crucial in Daly’s aesthetics. Indeed, in her IF, through her borrowings, Daly plays with issues of semantic adjustment in a hide-and-seek game as she generates both loans and calques to re-shape the reading-gaming experience pleasure and refashion some of the formal constraints of hypertext fiction. Dismantling conventions and hierarchies between printed and born-digital literature, eventually an implicit ironic statement seems to arise from her work, that is, 'ceci n’est pas un texte littéraire' whereby Daly's assault is on the equivalence criteria between likeness and reference.
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