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Digital fiction has long been perceived as an experimental niche of
electronic literature. Yet born-digital narratives thrive in
mainstream culture, as communities of practice create and share
digital fiction, filling in the gaps between the media they are
given and the stories they seek. Neverending Stories explores the
influences of literature and computing on digital fiction and how
the practices and cultures of each have impacted who makes and
plays digital fiction. Popular creativity emerges from subordinated
groups often excluded from producing cultural resources, accepting
the materials of capitalism and inverting them for their own
carnivalesque uses. Popular digital fiction goes by many different
names: webnovels, adventure games, visual novels, Twitter fiction,
webcomics, Twine games, walking sims, alternate reality games,
virtual reality films, interactive movies, enhanced books,
transmedia universes, and many more. The book establishes digital
fiction in a foundation of innovation, tracing its emergence in
various guises around the world. It examines Infocom, whose
commercial success with interactive fiction crumbled, in no small
part, because of its failure to consider women as creators or
consumers. It takes note of the brief flourish of commercial book
apps and literary games. It connects practices of cognitive and
conceptual interactivity, and textual multiplicity-dating to the
origins of the print novel-to the feminine. It pushes into the
technological future of narrative in immersive and mixed realities.
It posits the transmedia franchises and the practices of fanfiction
as examples of digital fiction that will continue indefinitely,
regardless of academic notice or approval.
Both the United Nations and the World Health Organization stress
the need to address numerous increasingly urgent 'global
challenges', including climate change and ineffectiveness of
medication for communicable diseases. Despite climate change
resulting from human activity, most humans feel their contribution
is minimal; thus any effort made toward reducing individual carbon
footprint is futile. Likewise, individual patients feel their
health is their own problem; current increases in outbreaks of
formerly controllable diseases like measles and tuberculosis show
that this is not the case. There is a dire need to instil a
stronger sense of personal responsibility, to act as individuals to
resolve global issues, and the pilot studies presented in Using
Interactive Digital Narrative in Science and Health Education offer
an entertainment-as-education approach: interactive digital
narrative. The researchers on these teams cross diverse
disciplinary boundaries, with backgrounds in chemical engineering,
microbiology, romantic studies, film studies, digital design,
pedagogy, and psychology. Their approach in Using Interactive
Digital Narrative in Science and Health Education to
interdisciplinary research is discussed herein, as is the
practice-based approach to crafting the interactive narratives for
health and science communication and for specific audiences and
contexts.
This Element looks at contemporary authorship via three key
authorial roles: indie publisher, hybrid author, and fanfiction
writer. The twenty-first century's digital and networked media
allows writers to disintermediate the established structures of
royalty publishing, and to distribute their work directly to - and
often in collaboration with - their readers. This demotic author,
one who is 'of the people', often works in genres considered
'popular' or 'derivative'. The demotic author eschews the top-down
communication flow of author > text > reader, in favor of
publishing platforms that generate attention capital, such as
blogs, fanfiction communities, and social media.
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