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Connected Play of Signs. Transitions in Literary Communication [German]
In computer networks, literary communication can only be understood as an open and recursive process between 'writers' and 'readers' whose writing and reading activities are transformed by 'autonomous' programs, 'agents' etc. Peter Gendolla and Jörgen Schäfer discuss whether there is a unique aesthetic difference regarding literature in computer-based and networked media.

Close Reading and Terminological Debate [German]
What are the characteristics of digital literature? How important is 'media authenticity' and 'media relevance'? How much text does a work need to be regarded as digital literature rather than digital art? How does authorship change if writers are replaced by readers, machines, or bacteria? Roberto Simanowski combines critical discussion of terminologies with close readings of selected projects.

Transitoire Observable, a Laboratory for Emergent Programmed Art [English]
Philippe Bootz introduces a procedural model of programmed art and discusses form as a specific management in the programming of arbitrary aesthetic constraints regardless of the surface aesthetics on the screen.

Narrative and the Split Condition of Digital Textuality [English]
With computer games and avant-garde literary experiments, digital textuality has conquered both mass audiences and academic readers, but it has not yet reached the educated public who reads primarily for pleasure, but is capable of artistic discrimination. Marie-Laure Ryan explores the possibility of curing this split condition by strengthening the narrativity of digital texts.

Re-Animation of Anthropologic Perspectives in Game Studies [German]
|Frank Furtwängler criticizes the application of Aarseth's theory of ‚ergodic literature' to computer games. He argues that it is based on an adaptation from physics which is liable to be misunderstood. His essay is a supplement to the discourse of game studies which seem to repeat the problems of other media theories caught between technological and anthropological perspectives on the matter.

The 'Ludoliterary Circle'. Analysis and Typology of Cybertexts [German]
Mela Kocher introduces her concept of a "ludoliterary circle" which provides a method of analysis and typology of digital games and other cybertexts (e.g. hyperfictions, interactive movies, VR environments). By using parameters such as interactivity, perspective and narrative mode similarities as well as differences between various cybertexts and cybertext genres can be analyzed.