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[ecrea] CFP: 'Small Screen Fictions' - special issue of Paradoxa
Tue Sep 29 10:52:33 GMT 2015
Paradoxa, Volume 29, âSmall Screen Fictionsâ
Anticipated publication date: December, 2017
Editors:
Astrid Ensslin (Bangor University, Bangor, Wales);
PaweÅ Frelik (Maria Curie-Sklodowska, Lublin, Poland),
Lisa Swanstrom (Florida-Atlantic, Boca Raton, Florida, USA)
In the last few decades, digital technologies have dramatically 
reconfigured not only the circumstances of media production and 
dissemination, but also many of their cultural forms and conventions, 
including the roles of users, producers, authors, audiences, and 
readers. Arguably the most spectacular of these digital transformations 
have affected the large screens of cinema multiplexes and the 
increasingly large screens of home televisions, but other narrative 
forms have emerged on a smaller screens as well.
Today, with growing frequency, narratives are experienced on the smaller 
screens of laptops, tablets, and even mobile phones. These narratives 
often involve direct reader/viewer/player interaction, enabling highly 
idiosyncratic, individualized and unique narrative experiences. Some of 
these fictions are merely digitized or wikified versions of texts 
previously available in the codex formâtheir digital conversion 
affects some of the ways in which readers engage with them, but the 
basic structures of these narratives remain unchanged. Some others, 
however, have been written and designed (these two words often blur) 
specifically for these small screens. Their functionalities and 
affordances are not replicable in any other medial form, nor do they 
demonstrate an allegiance to any single pre-existing art form.
Paradoxa seeks articles for a special issue devoted to âSmall 
Screen Fictions.â Both in-depth analyses of individual texts and more 
general, theoretical discussions are invited. The genres and media of 
interest include but are not limited to:
â¢	DVD novels, such as Steve Tomasulaâs TOC (2009);
â¢	literary-narrative video games and ludic, gamelike fictions whose 
principal interest is in offering innovative storytelling experiences, 
such as Chinese Roomâs Dear Esther (2012) and Device6 (2013);
â¢	twitter and blog texts, such as Jennifer Eganâs âBlack Boxâ 
(2012);
â¢	collectively written, locative online texts, particularly those 
breaking narrative linearity, such as Hundekopf (2007), The LA Flood 
Project (2013) and The Silent History (2013);
â¢	interactive graphic novels, such as Nam Leâs The Boat (2014);
â¢	genre-bending, dialogic hybrids, such as Blast Theoryâs Karen (2015);
â¢	neo-hypertextual fictions enabled by user-friendly authoring 
software such as Twine;
â¢	physically distributed narratives that make use of small screen 
spaces, not merely to create and display fictions, but also to navigate, 
negotiate, and interact with real-world spaces through geo-caching or 
other means, such as Ingress (2013), Cartegram (2014), and Call of the 
Wild (2015).
Similarly, possible approaches to such screen texts include but are not 
limited to:
â¢	the changing cultural patterns and expectations of engagement with 
narrative;
â¢	the reality and illusions of linearity and non-linearity;
â¢	the shifting nature of public and private spectatorship;
â¢	the role of touch and tactility, as well as other human senses in 
experiencing narratives;
â¢	the blurring of the verbal and the visual, of fact and fiction, of 
reading and writing, of natural and artificial;
â¢	the economic, social, and political contexts of authorship and 
readership of such texts;
â¢	the implications of such narrative experiences for the meaning(s) 
and perceptions of fiction, genre and literature.
Abstracts of 500 words should be submitted by 1 March 2016 to the 
editors: Astrid Ensslin <(a.ensslin /at/ bangor.ac.uk)>, Pawel Frelik 
<(pawel.frelik /at/ gmail.com)> Lisa Swanstrom <(swanstro /at/ gmail.com)>. Authors of 
selected abstracts will be notified by 1 April 2016. Full drafts (6,000 
to 8,000 words) will be due by 1 October 2016.
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