Author | Samantha Gorman , Danny Cannizzaro |
---|---|
Language | English |
Genre | electronic literature |
Publisher | Tender Claws |
Publication date | 2014 |
Publication place | United States of America |
Awards | New Media Writing Prize , The Robert Coover Award for a Work of Electronic Literature |
Pry is a 2014 interactive digital novella for iPad created by Samantha Gorman and Daniel Cannizzaro, which follows an American ex-soldier named James after he returns home from the first Gulf War. [1] The novella combines text, haptic gestures, audio, and video to convey James's struggles with issues such as PTSD and his worsening eyesight as he works as a demolition expert.
Pry has been influential in the field of electronic literature both because of its mainstream success and its innovative gestural mode of interaction, where readers for example "pry" open a character's eyes by pinching and dragging their fingers on the screen. The work has won several awards, is the subject of several scholarly publications and is taught at several universities.
The gestural modes of narrative interaction Gorman launched in the iPad novella Pry, co-authored with Danny Cannizzaro and released by the studio Tender Claws in 2014, have been analysed by scholars [2] [3] and reviewed in both literary and mainstream media including Vice [4] and Wired . [5] A review in the LA Review of Books opened by stating that "Everyone interested in the contemporary state or future of literature as a hybrid tactile mediated experience should experience Pry", although the reviewer also notes that the novelty of the interaction design eclipsed the narrative itself. [6]
Digital poet John Cayley wrote that Pry "proclaims (..) that gestures will be an intimate and necessary aspect of the experience of reading, as reading changes for all of us." [7] In an interview with Gorman for his book The Digital Imaginary, cinema studies scholar and director Roderick Coover describes Gorman as "making a case for new media offering a more complex form of authoring." [8] In an interview after winning the 2014 New Media Writing Prize, Gorman argues against overemphasising technological newness, saying that despite Pry using "new tool sets, but it is still a very human story". [9]
Many works and artists had already been using the various methods of storytelling and interactivity which were used in Pry. A work called Shadows Never Sleep, written by Aya Natalia KarpińSkansen in 2008, uses the pinch interaction method which was used in Pry. In KarpińSkansen’s work the pinch method was used to zoom into a static and monochrome grid of poems. While this usage of pinching requires the same method of interaction, it doesn’t provide the same story context that readers get from Pry.
Another story creator who used interaction methods similar to Pry is John Cayley. Many of Cayley’s works used text-within-text and word replacements methods to morph texts. Judd Morrissey, author of The Jew’s Daughter (2000), “used rollovers to replace sentences and words within paragraphs; his text transformed as it was touched.” [10] These interaction forms, which originated within various works, have been repurposed into the story of Pry to create a new experience.
Pry was released to the public in the form of an iOS app in 2014. The creators decided to create the project on iOS software because its advanced software and haptics provided a far greater level of user interaction. The pair used many complex methods of interaction which were, at the time, exclusively available with Apple software, to create a layered experience that pushed readers to explore and uncover plot points hidden under various methods of interaction.
Pry begins by following a man named James who is wandering around his house gathering things as he prepares to leave for the military. After the prologue video readers jump to the future where James and Luke now work at a demolition company. While James is going about his life, readers are given various methods of interaction which provide hidden context about James' past and the challenges he is currently facing. Through these methods of interacting readers learn about James' experience in the military and about a woman named Jessie, who both James and Luke were close with. By exploring the digital elements readers will learn about the relationship between Luke and Jessie and how it impacted James, who had feelings for her the whole time. This dynamic and the aftereffects of it play a major role in the story and the mental struggles that readers see James struggle with. Pry is a story which starts out ambiguous but unravels itself as readers play along and explore using the digital elements.
The story follows James, an ex-soldier, who has returned home from the first Gulf War. Now back home, he struggles with PTSD as he begins to lose his eyesight. Readers follow along with James as he struggles through life and, through various methods of interacting, are able the to explore his mind, the world around him, and fragments of his memories. Through exploring these methods of interaction, readers can uncover hidden narratives and plot points.
Navigation utilizes many different interaction methods which further the story. The methods used are pinching and pulling the screen to show different visuals and sounds, pulling apart text to reveal new hidden text, and scrolling through an endless screen of words and images. Readers can check how much of the story they have explored with the built-in system in the table of contents. In the table of contents there are a number of diamonds linked to each chapter which reflect how much of that chapter readers have explored. Readers don’t have to unlock all the diamonds to understand the story, but exploring more will bring new information into light.
Pry won the Electronic Literature Organization's award for best creative work in 2015 [11] and the New Media Writing Prize in 2014, [12] and was listed as one of Apple's 25 best apps of 2015. [13] The work also received second place for the Future of Storytelling Award in 2014. [14] John Cayley also commented on the various methods of interaction utilized and how the work fits into the changing world of literature. [15]
Pry has been influential in the fields of electronic literature and digital narrative due to its use of gestural interactions as story-bearing elements in a work of digital narrative, and its mainstream success. Writing for The Cambridge Companion to Twenty-First Century American Fiction, Scott Rettberg explains that the "reader's interaction with Pry is primarily about reaching into the protagonist's mind to access his thoughts and emotions. Physical gestures serve as metaphors as well as ways to traverse the text". [16] As Janeen Naji writes, "the haptic gestures of tap, swipe and pinch are also imbued with meaning". [17] The work has been taught at at least five universities. [18]
Yolanda De Gregorio Robledo explains his process as she answers the question, can e-lit be analyzed similarly to how other literatures are analyzed? In her article, she explores the first chapter of Pry and documents her process as she determines the answer to her question. [19] Although the work received many awards, there were also many who critiqued the work for depending too heavily on interactive elements to carry the story. Pry was critiqued for prioritizing the exploration of digital elements, rather than the exploration of the actual story. [10] A review from the Los Angeles Review of Books states, "I was engaged and intrigued and led inexorably on, but more by curiosity and wonder at the transitions and forms than by suspense or need for resolution of the content."
Robert Lowell Coover was an American novelist, short story writer, and T. B. Stowell Professor Emeritus in Literary Arts at Brown University. He is generally considered a writer of fabulation and metafiction. He became a proponent of electronic literature and was a founder of the Electronic Literature Organization.
Hypertext fiction is a genre of electronic literature characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction.
Narratology is the study of narrative and narrative structure and the ways that these affect human perception. The term is an anglicisation of French narratologie, coined by Tzvetan Todorov. Its theoretical lineage is traceable to Aristotle (Poetics) but modern narratology is agreed to have begun with the Russian formalists, particularly Vladimir Propp, and Mikhail Bakhtin's theories of heteroglossia, dialogism, and the chronotope first presented in The Dialogic Imagination (1975).
Digital poetry is a form of electronic literature, displaying a wide range of approaches to poetry, with a prominent and crucial use of computers. Digital poetry can be available in form of CD-ROM, DVD, as installations in art galleries, in certain cases also recorded as digital video or films, as digital holograms, on the World Wide Web or Internet, and as mobile phone apps.
Shelley Jackson is an American writer and artist known for her cross-genre experimental works. These include her hyperfiction Patchwork Girl (1995) and her first novel, Half Life (2006).
Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or algorithmic text generation are used aesthetically. Works of electronic literature are usually intended to be read on digital devices, such as computers, tablets, and mobile phones. They cannot be easily printed, or cannot be printed at all, because elements crucial to the work cannot be carried over onto a printed version.
afternoon, a story, spelled with a lowercase 'a', is a work of electronic literature written in 1987 by American author Michael Joyce. It was published by Eastgate Systems in 1990 and is known as one of the first works of hypertext fiction.
Victory Garden is a work of electronic literature by American author Stuart Moulthrop. It was written in Storyspace and first published by Eastgate Systems in 1991. Victory Garden is one of the earliest examples of hypertext novels, and is notable for being very inventive and influential in its genre. It is often discussed along with Michael Joyce's afternoon, a story as an important work of hypertext fiction.
Experimental literature is a genre of literature that is generally "difficult to define with any sort of precision." It experiments with the conventions of literature, including boundaries of genres and styles; for example, it can be written in the form of prose narratives or poetry, but the text may be set on the page in differing configurations than that of normal prose paragraphs or in the classical stanza form of verse. It may also incorporate art or photography. Furthermore, while experimental literature was traditionally handwritten, the digital age has seen an exponential use of writing experimental works with word processors.
The following outline is provided as an overview of and topical guide to fiction:
Noah Wardrip-Fruin is a professor in the Computational Media department of the University of California, Santa Cruz, and is an advisor for the Expressive Intelligence Studio. He is an alumnus of the Literary Arts MFA program and Special Graduate Study PhD program at Brown University. In addition to his research in digital media, computer games, and software studies, he served for 10 years as a member of the Board of Directors of the Electronic Literature Organization.
Daniel Wigdor is a Canadian computer scientist, entrepreneur, investor, expert witness and author. He is the associate chair of Industrial Relations as well as a professor in the Department of Computer Science at the University of Toronto.
Shumin Zhai is a Chinese-born American Canadian Human–computer interaction (HCI) research scientist and inventor. He is known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. His studies have contributed to both foundational models and understandings of HCI and practical user interface designs and flagship products. He previously worked at IBM where he invented the ShapeWriter text entry method for smartphones, which is a predecessor to the modern Swype keyboard. Dr. Zhai's publications have won the ACM UIST Lasting Impact Award and the IEEE Computer Society Best Paper Award, among others, and he is most known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. Dr. Zhai is currently a Principal Scientist at Google where he leads and directs research, design, and development of human-device input methods and haptics systems.
John Howland Cayley is a Canadian pioneer of writing in digital media as well as a theorist of the practice, a poet, and a Professor of Literary Arts at Brown University.
The Under Presents is a multiplayer virtual reality game and performance space which can also be viewed as an independent video game. It is developed and published by Tender Claws, and was released on November 19, 2019, for Steam VR, Oculus Rift, and Oculus Quest.
Samantha Gorman is an American game developer known for her combination of narrative, theatricality and gaming in VR environments, and for introducing gestural interactions in touchscreen narratives. She has won multiple awards for her work, both in the field of games and in electronic literature and new media writing. Gorman co-founded the computer art and games studio Tender Claws in 2014 and has been an assistant professor at Northeastern University since 2020.
These Waves of Girls is a hypermedia novella by Caitlin Fisher that won the Electronic Literature Organization's Award for Fiction in 2001. The work is frequently taught in undergraduate literature courses and is referenced in the field of electronic literature as a significant example of early multimodal web-based hypertext fiction, placing Fisher "at the forefront of digital writing".
King of Space is a work of electronic literature by author Sarah Smith. This interactive narrative is set in a collapsing solar system aboard an abandoned starship, where an escaped terrorist encounters the last star-captain and his ship's Priestess. The story weaves elements of gaming into a dark science-fictional ritual of fertility and regeneration.
Caitlin Fisher is a Canadian media artist, poet, writer, futurist and Professor of Cinema and Media Arts at York University in Toronto where she also directs the Immersive Storytelling Lab and the Augmented Reality Lab. Fisher is also a Co-founder of York’s Future Cinema Lab, former Fulbright and Canada Research Chair, and an international award-winning digital storyteller. Creator of some of the world’s first AR poetry and long-from VR narratives. Pioneer of research-creation who defended Canada's first born-digital dissertation. Member of the early AR artist collective Manifest AR. Fisher is also known for the 2001 hypermedia novel These Waves of Girls, and for her work creating content and software for augmented reality. "Her work is poetic and exploratory, currently combining the development of authoring software with evocative literary constructs."
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