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Showing below up to 50 results in range #4,351 to #4,400.
- Amplified Publishing: Finding Audiences (Q6412)
- (Re)Mediating Alphabetic Language: Alexander Melville Bell’s Visible Speech and the Conception and Use of Humans as Writing Instruments (Q6411)
- Engineering Language: Electronic Literature, the “Value” of Words, and the Purposes of the First Year College Writing Course in the U.S. (Q6410)
- Before the Byte, There Was the Word: Exploring the Provenance and Import of the "Computer Word" for Humans, for Digital Computers, and for Their Relations (Q6409)
- Subject-making and aesthetics of data practices (Q6408)
- Unseen Hands: On the Gendered Design of Virtual Assistants and the Limits of Creative AI (Q6407)
- Digital Colonialism: Electronic Literature as Resistance (Q6406)
- Digital Storytelling: Capturing Lives, Creating Community (Q6405)
- Excellences and Perfections (Q6404)
- Toxic Geek Masculinity in Media (Q6403)
- Digital Play: The Interaction of Technology, Culture, and Marketing (Q6402)
- Japanese Culture through Videogames (Q6401)
- Character and Person (Q6400)
- Critical Play: Radical Game Design (Q6399)
- "What is Literature?" and other essays (Q6398)
- Games, Art and Play (Q6397)
- 24/7: Late Capitalism and the Ends of Sleep (Q6396)
- Digital Poetry (Q6395)
- book review: Bodies of Interpretation (Q6394)
- Information Multiplicity: American Fiction in the Age of Media Saturation (Q6393)
- The Maximalist Novel: From Thomas Pynchon’s Gravity’s Rainbow to Roberto Bolaño’s 2666 (Q6392)
- The Return of the Omniscient Narrator: Authorship and Authority in Twenty-First Century Fiction (Q6391)
- Place and Politics in Latin American Digital Culture: Location and Latin American Net Art (Q6390)
- Art Platforms and Cultural Production on the Internet (Q6389)
- Collecting and Conserving Net Art: Moving beyond Conventional Methods (Q6388)
- How an Academic Companion Website Makes Media-Specific Arguments (Q6387)
- An Introduction to Narratology (Q6386)
- A Biocultural Approach to Literary Theory and Interpretation (Q6385)
- Persuasive Games: The Expressive Power of Videogames (Q6384)
- Literature in the Digital Age: An Introduction (Q6383)
- The Fabric of Interface: Mobile Media, Design, and Gender (Q6382)
- Facebook: The Inside Story (Q6381)
- Sad By Design (Q6380)
- The age of distraction: Reading, writing, and politics in a high-speed networked economy (Q6379)
- Updating to Remain the Same: Habitual New Media (Q6378)
- Ambient Literature: Towards a New Poetics of Situated Writing and Reading Practices (Q6377)
- A Tour of ELO's The NEXT (Q6376)
- E-Literature Bound to Platforms: Exploring Opportunities for Narrative Connection and Disconnection (Q6375)
- Media archeology: a genealogical approach to Peruvian electronic poetry (Q6374)
- Sonic Possible Worlds: Hearing the Continuum of Sound (Q6373)
- Platform as a Service: A Roundtable Discussion of Community Labor and Platformization of Twine and Ink (Q6372)
- End Matter: Interactive Fiction and a New Linguistic Consciousness (Q6371)
- Play between Worlds: Exploring Online Game Culture (Q6370)
- Community Storytelling: Beyond the Table and onto the Digital Green (Q6369)
- Plague and the Athenian imagination: Drama, history, and the cult of Asclepius (Q6368)
- Community building through the design of co-creative online workshops: emerging collaborative practices and social dynamics. (Q6367)
- In the Flow (Q6366)
- Ocean as Media Platform for Electronic Literature (Q6365)
- Post(?) Pandemic Prose (Q6364)
- Gender in “Bits”: Critical Thinking and Pattern Recognition in World Electronic Literature Platforms (Q6363)