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Sources Cited Aarseth, Espen. Cybertext: Perspectives on Ergodic Literature. Baltimore: John Hopkins University Press, 1997. Print. ---, ‘Allegories of Space. “The Question of Spatiality in Computer Games”. Space Time Play: Computer Games, Architecture and Urbanism: The Next Level. von Borries, Friedrich, Steffen P. Walz, Matthias Böttger (Eds.), pp. 44-55. Basel: BirkHäuser, 2007. Print. ---, “Nonlinearity and Literary Theory”. The New Media Reader Noah Wardrip-Fruin and Nick Montfort (Eds.) Cambridge: MIT Press, pp761-781, 2003. Print. ---, “Genre Trouble: Narrativism and the Art of Simulation”, First Person: New Media as Story, Performance and Game. 45-56. Cambridge: MIT Press, 2004. Print. ---, Debate on Game Studies (with Henry Jenkins). Video Stream, HUMlab, Umeå University 18 January 2005. http://stream.humlab.umu.se/debategamestudies Accessed 1 st April 2009. Video. Abrahams, Annie. “Separation/Séparation”. Electronic Literature Collection Vol. 2. Borràs, Laura. Talan Memmott, Rita Raley, Brian Stefans (Eds). Maryland Institute for Technology in the Humanities, 2011. http://collection.eliterature.org/2/works/abrahams_separati on.html Accessed 3 December 2012. Website. Adams, Ernest. The Fundamentals of Game Design. Berkeley: New Riders, 2010. Print. 1

Bibliography for Digital Literary Studies

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This is the work-in-progress bibliography for my PhD thesis. It is not well formatted, but it does include a lot of interesting texts on digital literature, reading, game theory, space and place theory,

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Page 1: Bibliography for Digital Literary Studies

Sources Cited

Aarseth, Espen. Cybertext: Perspectives on Ergodic Literature. Baltimore: John Hopkins

University Press, 1997. Print.

---, ‘Allegories of Space. “The Question of Spatiality in Computer Games”. Space Time

Play: Computer Games, Architecture and Urbanism: The Next Level. von Borries,

Friedrich, Steffen P. Walz, Matthias Böttger (Eds.), pp. 44-55. Basel: BirkHäuser,

2007. Print.

---, “Nonlinearity and Literary Theory”. The New Media Reader Noah Wardrip-Fruin and

Nick Montfort (Eds.) Cambridge: MIT Press, pp761-781, 2003. Print.

---, “Genre Trouble: Narrativism and the Art of Simulation”, First Person: New Media as

Story, Performance and Game. 45-56. Cambridge: MIT Press, 2004. Print.

---, Debate on Game Studies (with Henry Jenkins). Video Stream, HUMlab, Umeå

University 18 January 2005. http://stream.humlab.umu.se/debategamestudies

Accessed 1st April 2009. Video.

Abrahams, Annie. “Separation/Séparation”. Electronic Literature Collection Vol. 2. Borràs,

Laura. Talan Memmott, Rita Raley, Brian Stefans (Eds). Maryland Institute for

Technology in the Humanities, 2011.

http://collection.eliterature.org/2/works/abrahams_separation.html Accessed 3

December 2012. Website.

Adams, Ernest. The Fundamentals of Game Design. Berkeley: New Riders, 2010. Print.

Agamben, Giorgio. “What is an Apparatus?” and Other Essays. David Kishik and Stefan

Pedatella (Trans.). Palo Alto: Stanford University Press, 2009. Print.

Alexander, Elizabeth. “‘Can you be BLACK and Look at This?’: Reading the Rodney King

Video(s)”. Public Culture 1994, 7: 77-94. The University of Chicago Press, 1994.

Journal. Print.

Allen, James (Ed.). Without Sanctuary Lynching Photography in America. Sante Fe: Twin

Palms Publishers, 2000. Print.

Alves, Valter and Licinio Roque. “Guidelines for Sound Design in Computer Games”. 362-

284. Game Sound Technology and Player Interaction: Concepts and Developments.

Mark Grimshaw (Ed.) Hershey: Information Science Reference IGI Global, 2011.

Print.

Atkins, Barry. More Than a Game: The Computer Game as Fictional Form. Manchester:

Manchester University Press, 2003. Print.

1

Page 2: Bibliography for Digital Literary Studies

Bal, Mieke, A Mieke Bal Reader. Chicao: University of Chicago Press, 2006. Print.

---, Narratology: An Introduction to the Theory of Narrative. Toronto: University of

Toronto Press, 1997. Print.

Barthes. Roland. S/Z. 1973. Trans. Richard Miller. Oxford: Blackwell, 2002. Print.

Bakhtin M. M. Problems of Dostoevsky’s Poetics. Manchester: Manchester University Press

1984. Print.

---, Speech Genres and Other Late Essays. (1986), Eds. Caryl Emerson and Michael

Holquist. Trans. Vern W. McGee. Austin: University of Texas Press, 2004. Print.

---, (see also Volosinov V. N.). The Dialogic Imagination: Four Essays. (1981) Ed. Michael

Holquist. Trans. Caryl Emerson and Holquist. Austin: University of Texas, 2002.

Print.

Bardzell, Jeffrey. “Discourse Analysis vs. Close Reading”, Interaction Culture: Musings on

interaction design and culture. 24 March 2009.

http://interactionculture.wordpress.com/2009/03/24/discourse-analysis-vs-

close-reading/ Accessed 10 January 2012. Website.

Bardzell, Shaowen. “Topping from the Viewfinder: The Visual Language of Virtual BDSM

Photographs in Second Life” Journal of Virtual World Research Vol. 2 No. 4

http://journals.tdl.org/jvwr/article/viewArticle/704 Accessed 6 Janaury 2012.

Website.

Bartle, Richard A. “Making Places”. SPACE TIME PLAY Computer Games, Architecture and

Urbanism: The Next Level. Basel: Birkhäuser 2007. pp158-164. Print.

The Age of Terror: A Survey of Modern Terrorism Narr. Tim Pigott-Smith . Dir. Jon

Blair, Daniel Korn, Polly Williams. 3BM Television. 2002. Television.

Bell, Alice. Astrid Ensslin, Dave Ciccoricco, Hans Rustad, Jess Laccetti, Jessica Pressman.

“A (S)creed for Digital Fiction”. 7 April 2010. Electronic Book Review

http://www.electronicbookreview.com/thread/electropoetics/DFINative Acessed

10 July 2012. Website.

Brooks, Peter. Reading for Plot: design and intention in narrative. New York: Knopf, 1984.

Print.

Bridgeman, Teresa. "Time and Space". The Cambridge Companion to Narrative. Ed. David

Herman. Cambridge: Cambridge University Press, 2007. 52- 65. Print.

Bolter, Jay David. Writing Space: Computers, Hypertext and the Remediation of Print.

Mahwah NJ: Lawrence Erlbaum Associates Inc. 2001. Print.

2

Page 3: Bibliography for Digital Literary Studies

Bolter, J. and Richard Grusin. Remediation: Understanding New Media. Cambridge, MA:

MIT Press, 1999. Print.

---, Windows and Mirrors: Interaction Design, Digital Art and the Myth of Transparency.

Cambridge, Mass: MIT Press, 2003. Print.

Bogost, Ian. Unit Operations: An Approach to Video Game Criticism. Cambridge: MIT

Press, 2006. Print.

---, Persuasive Games: the Expressive Power of Video Games. Cambridge: MIT Press, 2007.

Print.

boyd, danah. "Social Network Sites as Networked Publics: Affordances, Dynamics, and

Implications." Networked Self: Identity, Community, and Culture on Social Network

Sites (ed. Zizi Papacharissi), pp. 39-58. 2010. Print.

Burlein, Anne. “Negotiating the Paradox of Virtual Embodiment in the Classroom: Virtual

Ethnicity, the Seductions of Potential, and the Assumption of Access” Journal of

religion and Popular Culture Volume Five. Fall 2003.

http://www.usask.ca/relst/jrpc/art5-virtualemb-print.html Accessed 21 August

2010. Website.

Callan, Victor J. “Evaluative Reactions to Accented English: Ethnicity, Sex Role and

Context”. 407-426. Journal of Cross- Cultural Psychology, Vol. 14 No. 4 December

1983.

Casey, Edward S. Getting Back into Place: Toward a New Understanding of the Place

World. Bloomington: Indiana University Press. 1993. Print.

Ciccoricco, David. “The Materialities of Close Reading: 1942, 1956, 2009”. Digital

Humanities Quarterly, 2012 Volume 6 Number 1. 16 August 2012

http://digitalhumanities.org/dhq/vol/6/1/000113/000113.html Accessed 25

August 2012. Print.

---, Reading Network Fiction. Tuscaloosa: University of Alabama Press, 2007.

Collins, K. Game Sound: An Introduction to the history, theory and practice of video game

music and sound design, Cambridge: MIT Press, 2008. Print.

Coombe, Rosemary J. The Cultural Life of Intellectual Property: Authorship, Appropriation

and the Law. Durham: Duke University Press, 1998. Print.

Coste, Didier and John Pier. “Narrative Levels” The Living Handbook of Narratology. 4

August 2011. http://hup.sub.uni-hamburg.de/lhn/index.php/Narrative_Levels

Accessed 3 July 2012. Website.

3

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Creative Commons License Attribution-NonCommercial-NoDerivs 2.5

http://creativecommons.org/licenses/by-nc-nd/2.5/legalcode Accessed 17 July

2011.

Crystal Dynamics. Tomb Raider: Legend. Wimbledon: Eidos Interactive, 2006.

Coverley M. D. Egypt: The Book of Going Forth by Day. Self Published. http://califia.us/

2005.

---, Egypt Website http://califa.us/newstuff.htm June 2006. Accessed March 4 March

2008.

Dillon, Andrew. Designing Usable Electronic Texts. New York: Taylor and Francis, 2004.

Dormans, Joris. Beyond Iconic Simulation. Paper presented at the IADIS Multiconference

on Computer Science and Information Systems, Lisbon Portugal, 2008.

http://www.jorisdormans.nl/article.php?ref=beyondiconicsimulation Accessed 20

October 2012. Online Conference Paper.

Douglas, Yellowlees J. The End of Books – Or Books without End? Reading Interactive

Narratives. Ann Arbor: University of Michigan Press, 2001. Print

Dovey, Jon and Helen Kennedy. Game Cultures: Computer Games as New Media.

Maidenhead: Open University Press, 2006. Print

Drucker, Johanna. Speclab: Digital Aesthetics and Projects in Speculative Computing.

Chicago: University of Chicago Press, 2009.

Eagleton, Terry. Literary Theory: An Introduction. Minneapolis: University of Minnesota

Press, 1983.

Eco, Umberto. The Role of the Reader: Explorations in the Semiotics of Texts. 1979.

Bloomington: Indiana University Press, 1984.

Electronic Literature Organization. What is Electronic Literature?

http://eliterature.org/about/ Accessed 13 January 2012.

Blue Eyed. Dirr. Bertram Verhaag. Perf. Jane Elliot, Martin Luther King. DENKmal

Filmgesellschaft, 1996. Film.

Ensslin, Astrid. The Language of Gaming. London: Palgrave MacMillan, 2012.

---, "Diegetic Exposure and Cybernetic Performance: Towards Interactional Metalepsis"

Plenary paper presented at 'Staging Illusion: Digital and Cultural Fantasy', Sussex,

8-9 December 2011

http://bangor.academia.edu/AstridEnsslin/Papers/1220348/Diegetic_Exposure

4

Page 5: Bibliography for Digital Literary Studies

_and_Cybernetic_Performance_Towards_Interactional_Metalepsis Accessed 22

August 2012

Ensslin, Astrid & Alice Bell (eds) (2007) New Perspectives on Digital Literature: Criticism

and Analysis, Special Issue of dichtung-digital, 37. Providence, Rhode Island: Brown

University. http://dichtung-digital.mewi.unibas.ch/editorial/2007.htm Accessed

12 July 2012.

---,“‘I know what it was. You know what it was’: Second-Person Narrative in Hypertext

Fiction”. 311-329. NARRATIVE, Vol 19, No. 3. October 2011.

---, Diegetic Exposure and Cybernetic Performance: Towards Interactional Metalepsis.

Plenary paper presented at 'Staging Illusion: Digital and Cultural Fantasy', Sussex,

8-9 December 2011

http://bangor.academia.edu/AstridEnsslin/Papers/1220348/Diegetic_Exposure_a

nd_Cybernetic_Performance_Towards_Interactional_Metalepsis Accessed 21

August 2012.

Fairclough, Norman. Media Discourse. London: Bloomsbury Academic, 1995.

Final Meal Requests. Texas Department of Criminal Justice (2003-09-12).

http://classicweb.archive.org/web/20031202214318/http://

www.tdcj.state.tx.us/stat/finalmeals.htm Accessed 20 April 2011.

Fischer, Steven Roger. A History of Reading. Reaktion Books, 2003.

Flanagan, Mary. “Navigating the narrative in space: gender and spatiality in virtual

worlds” 74-85. Art Journal Volume: 59, Issue: 3, College Art Association, 2000.

Frasca, Gonzalo. Videogames of the Oppressed. Atlanta: Georgia Institute of Technolgy,

2001. Also available online: http://www.ludology.org

---, “Simulation versus Narrative: Introduction to Ludology.” 221–35. The Video Game

Theory Reader. Wolf, Mark J. P., and Bernard Perron, (Eds.) New York: Routledge, 2003a

---,“Ludologists Love Stories, Too: Notes from a Debate that Never Took Place”. Marinka

Copier and Joost Raessens (eds), Level Up: Digital Games Research Conference

Proceedings. Utrecht: DiGRA and University of Utrecht. 2003b.

http://www.digra.org/dl/db/05163.01125 Accessed 30 December 2009

Friedberg, Ann. The Virtual Window: From Alberti to Microsoft. Cambridge, Mass: MIT

Press, 2006.

Frow, John. Genre. London: Routledge, 2006.

5

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Foucault, Michel. The Order of Things: An Archaeology of the Human Sciences. New York:

Vintage Press, 1970.

---, The Archeology of Knowledge. London: Routledge, 1972.

Genette, Gérard. Paratexts: Thresholds of Interpretation. London: Cambridge University

Press, 1997.

---, “Voice”. Narratology: An Introduction. Onega, Susana. José Angel Garcia Landa

(Eds.) London: Longman, 1996. 172-190

---. “Discours du récit.” G. G. Figures III. Paris: Seuil, 1972.

---. Narrative Discourse. An Essay in Method. 1972. Oxford: Blackwell, 1980.

---. Narrative Discourse Revisited. 1983. Ithaca: Cornell University Press, 1988.

Giddings, Seth and Helen W. Kennedy. “Little Jesuses and *@#?-off Robots: On

Cybernetics. Aesthetics, and Not Being Very Good at Lego Star Wars”. The

Pleasures of Computer Gaming: Essays of Cultural History, Theory and Aesthetics.

Melanie Swalwell and Jason Wilson (Eds.) Jefferson: McFarland & Co. Publishers,

2008.

Giles, Howard. “Accent Mobility: A Model and Some Data” Anthropological Linguistics 15.

1973. 87–105.

Gilman, Sander. Difference and Pathology: Stereotypes of Sexuality, Race and Madness.

Ithaca: Cornell Univerity Press, 1985.

Gilster. Paul. Digital Literacy. New York: Wiley 1998.

Goldstein, Paul. International Copyright: Principles, Law, Practice. Oxford: Oxford

University Press, 2001.

Goodale, Greg. Sonic Persuasion: Reading Sound in the Recorded Age. Urbana: University

of Illinois Press, 2011.

Gordon, Eric and Gene Koo. “Placeworlds: Using Virtual Worlds to Foster Civic

Engagement” Space and Culture August 2008 vol. 11 no. 3 204-221 doi:

10.1177/1206331208319743

Gregory, Derek. “Colonial Nostalgia and Cultures of Travel: Spaces of Constructed

Visibility in Egypt” Consuming Tradition, Manufacturing Heritage, Nezar Alsayyad

(Ed) London. Routledge, 2001, pp. 111-152.

Grimshaw, Mark. Game Sound Technology and Player Interaction: Concepts and

Development. Hershey: IGI Global, 2011.

6

Page 7: Bibliography for Digital Literary Studies

---, The Acoustic Ecology of the First-Person Shooter. University of Waikato, 2007.

Doctoral Thesis. http://sirfragalot.com/mainsite/phd.html Accessed 21 October

2012.

Grimshaw, Mark and Garath Schott. "Situating gaming as a sonic experience: the acoustic

ecology of first person shooters." (2007). Games Computing and Creative

Technologies: Conference Papers (Peer-Reviewed). Paper 5.

http://digitalcommons.bolton.ac.uk/gcct_conferencepr/5 Accessed 13 July 2012

Gunder, Anna. Hyperworks: On Digital Literature and Computer Games, diss. Uppsala

University, Section for Sociology of Literature Uppsala: Uppsala University, 2004.

Halbert, Deborah J. “Licensing and the politics of ownership: End User License

agreements versus open source”, Resisting Intellectual Property (Milton Park:

Routledge, 2005)

Harris, Paul A. “The Narrative of an Interface: Rethinking Hypertext Theory by Facing

Design Questions”. Close Reading New Media: Analyzing Electronic Literature, Jan

Van Looy and Jan Baetens (Eds.) Leuven: Leuven University Press, 2003.

N. Katherine Hayles. “The Power of Simulation: What Virtual Creatures can Teach Us”.

Critical Inquiry Vol. 26, No. 1, Autumn, 1999, pp. 1-

26. http://www.stanford.edu/class/history34q/readings/Hayles/Simulation.ht

ml Accessed 20 Junly 2012.

---, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics.

Chicago: The University of Chicago Press, 1999.

---, Writing Machines. Cambridge: MIT Press, 2001.

---, “Translating Media. Why We Should Rethink Textuality”. The Yale Journal of Criticism,

Volume 16 Number 2. 263-290. Yale University and The John Hopkins University

Press, 2003.

---, “Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis”. Poetics

Today - Volume 25, Number 1, Spring 2004, pp. 67-90

---, My Mother Was a Computer: Digital Subjects and Literary Texts. Chicago: University of

Chicago Press, 2005

---, Electronic Literature: What is it? v1.0 January 2, 2007. Electronic Literature

Organization. http://eliterature.org/pad/elp.html Accessed 24 June 2012.

---, “Narrative and Database: Natural Symbionts”, PMLA. Volume, 122. Issue, 5. Pages,

1603-1608. November 2007.

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Hayashi, Sachiko. Last Meal Requested. (2003) E-garde.

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---, Technology as Medium. Artist as Consumer 22 April 2006 HUMlab Seminar Series,

HUMlab, Umeå University, Lecture Sweden, 9 April 2007

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Ihde, D. Technology and the lifeworld: From garden to earth. Bloomington, IN: Indiana

University Press, 1990.

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on Movement, Knowledge and Description, Tim Ingold (Ed). New York: Routledge,

2011.

Iser, Wolfgang. “The Reading Process: A Phenomenological Approach” 50-70. Reader-

Reasponse Criticism: From Formalism to Post-Structuralism, Jane P. Tompkins (Ed.)

Baltimore: John Hopkins Univerity Press, 1980.

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Beckett. Baltimore: The John Hopkins University Press, 1974.

Jacobs, Andreas. “Semantic Disturbances”. Electronic Literature Collection Vol. 2. Borràs,

Laura. Talan Memmott, Rita Raley, Brian Stefans (Eds). Maryland Institute for

Technology in the Humanities 2011

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Accessed 3 December 2012.

Jacucci, Giulo. Interaction as Performance: cases of configuring physical interfaces in

mixed media. PhD Dissertation. Faculty of Science, Department of Information

Processing Science. University of Oulu, Finland: Oulu, 2004.

Jahn, Manfred. “Focalization” 94-108. The Cambridge Companion to Narrative. David

Herman (Ed.). Cambridge: Cambridge University Press, 2007.

Jenkins, Henry. “Game Design as Narrative Architecture”. 118-130. First-person: New

Media as Story, Performance, and Game. Noah Wardrip-Fruin and Pat Harrigan

(Eds.), Cambridge: MIT Press, 2004.

8

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---, Convergence Culture: When Old and New Media Collide. New York: New York

University Press, 2006.

---, Debate on Game Studies (with Espen Aarseth). Video Stream, HUMlab, Umeå

University 18 January 2005. http://stream.humlab.umu.se/debategamestudies

Accessed 1st April 2009.

---, Katie Clinton, Ravi Purushotma, Alice J. Robinson and Margaret Weigal. Confronting

the Challenges of Participatory Culture: Media Education for the 21st Century.

Chicago: MacArthur Foundation Publishing, 2006.

Johns, Adrian. “The Book of Nature and the Nature of the Book”. The Book History

Reader. David Finkelstein and Alistair McCleery (Eds.) London: Routledge, 2002.

Jones, Steven E. The Meaning of Video Games: Gaming and Textual Strategies. New York:

Routledge, 2008.

Joyce, Michael. Of Two Minds: Hypertext Pedegogy and Poetics. Ann Arbor: University of

Michigan Press, 1996.

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Ahmad Shad Massoud. National Geographic Television. 2001. Film.

Juul, Jesper. "A Clash between Game and Narrative". Paper presented at the Digital Arts

and Culture conference, Bergen, Norway, November 1998.

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interface in Grand Theft Auto: Vice City”. Dichtung-Digital - journal für digitale

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Kafai, Yasmin B. Beyond Barbie and Mortal Combat: New Perspectives on Gender and

Gaming. Camrbidge: MIT Press, 2008.

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Kerr, Aphra. “Representing Users in the Design of Digital Games”. Proceedings of

Computer Games and Digital Cultures Conference, Frans Mäyrä (Ed.). Tampere:

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Kingsepp, Eva. “Immersive Historicity in World War II Digital Games”. HUMAN IT No. 8.2

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Michael Wutz. Configurations, 2002 10:37-50 John Hopkins Press 2003.

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Blackwell Publishing, 2006.

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London: Routledge, 1996.

Kuhn, Markus. “Film Narratology: Who Tells? Who Shows? Who Focalizes?

Narrative Mediation in Self-Reflexive Fiction Films”. Point of View, Perspective and

Focalization: Modelling Mediation in Narrative. Peter Hühn, Wolf Schmid and Jörg

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Latour, Bruno. "Where are the Missing Masses? The Sociology of a Few Mundane

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Latour, Bruno, & Madeline Akrich. "A Summary of a Convenient Vocabulary for the

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Lessig, Lawrence. Remix: Making Art and Commerce Thrive in the Hybrid Economy. New

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Lister Martin, Dovey Jonathan, Giddings Seth, Grant Iain, and Kelly Kieran. New Media: A

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Lopes, Dominic McIver. “Digital Art” pp106-116 The Blackwell Guide to the Philosophy of

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Lorenz, Katherine. "The anatomy of metalepsis: visuality turns around on late fifth-

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Margolin, Uri. “Focalization: Where do we go from here?” 41-57. Narratologia: Point of

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McCarth, John and Peter Wright. Technology as Experience. Cambridge MASS: MIT Press,

2004.

McLuhan Marshall. Understanding Media: The Extensions of Man. (1964) Cambridge: MIT

Press, 1994.

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2005

McGann, Jerome. Radiant Textuality: literature after the world wide web. New York:

Palgrave, 2001.

Mills, Sara. Discourse. London: Routledge, 1997.

Mittell, Jason. “All in the Game: The Wire, Serial Storytelling and Procedural Logic,” Third

Person, edited by Pat Harrigan & Noah Wardip-Fruin. Cambridge Mass: MIT Press,

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Moulthrop, Stuart. “Deep Surface”. Electronic Literature Collection Vol. 2. Borràs, Laura.

Talan Memmott, Rita Raley, Brian Stefans (Eds). Maryland Institute for Technology in

the Humanities, 2011.

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