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Playable Media and Textual Instruments [English]
Noah Wardrip-Fruin introduces his concepts of "playable media" and "textual instruments" as an attempt to discuss a number of things that we play (and create for play) but that are arguably not games. They can rather be described as textual and literary structures for which play is a primary means of interaction.

Principles and Processes of Generative Literature [English]
Jean-Pierre Balpe defines generative literature as the production of continuously changing literary texts by means of a specific dictionary, a set of rules and the use of algorithms. He demonstrates that texts being produced by a computer and not written by an author, require a particular way of "engrammation" and a specific way of reading.

Code, Cod, Ode: Poetic Language & Programming [English]
Mutation or modulation of words manifest orthographic relations between variants but sometimes also suggest more elusive relations. Loss Pequeño Glazier looks at poems, which use arrays and empty space as solid material in strings. What is of use in this method is the concept of precise poetic analysis, of the relevance of position, location, and structure as crucially important in reading code as poetic material.

E-Learning and Literary Studies: Towards a New Culture of Teaching? [English]
The introduction of digital technologies into the learning process has led to the creation of new educational spaces such as web-based Virtual Learning Environments. Laura Borràs Castanyer introduces the e-learning activities of her "Comparative Literature" module at Universitat Oberta de Catalunya (UOC) in Barcelona.

Is this hypertext any good? Evaluating quality in hypermedia [English]
What is quality in hypertext? How do we judge a hypertext collection of documents (or web) to be successful or unsuccessful, to be good or bad as hypertext? How can we judge if a particular hypertext achieves elegance or just mediocrity? To answer these questions George Landow proposes a number of basic rules a hypertext should follow.

Six Problems in Search of a Solution [English]
Markku Eskelinen discusses the challenge of cybertext theory and ludology to literary theory in six steps. Among others he asks how we should extend literary narratology beyond its print heritage, demands readers and scholars to give up the idea of literary wholes and to pursue happiness in the form of parts, phases and playthings, and shed some ludological light into the recent trend of building textual instruments and instrumental texts.