{"title":"作为语言游戏的电子文学:数字人工制品主体性的哲学探讨","authors":"Mauro Carassai","doi":"10.5900/SU_9781906897161_2012.17(2)_36","DOIUrl":null,"url":null,"abstract":"As a theoretical endeavour to interconnect machinic intelligence and literary subjectivity, the present paper discusses implications of a reconfigured understanding of recent digital literary artifacts within the specific frame of Ludwig Wittgenstein’s late philosophy. The first half addresses some of the ways in which a Wittgensteinian inter-subjective model of interaction might apply in the case of selected digital works (Michael Joyce’s Twelve Blue and Judd Morrissey’s The Jew’s Daughter ) developed out of aesthetic possibilities specific to digital/computational media. The second half envisions critical consequences of reframing literary negotiations in terms of Wittgensteinian ”˜language games’ for second-generation works of electronic literature.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Electronic Literature as Language Game: A Philosophical Approach to Digital Artifact Subjectivity\",\"authors\":\"Mauro Carassai\",\"doi\":\"10.5900/SU_9781906897161_2012.17(2)_36\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As a theoretical endeavour to interconnect machinic intelligence and literary subjectivity, the present paper discusses implications of a reconfigured understanding of recent digital literary artifacts within the specific frame of Ludwig Wittgenstein’s late philosophy. The first half addresses some of the ways in which a Wittgensteinian inter-subjective model of interaction might apply in the case of selected digital works (Michael Joyce’s Twelve Blue and Judd Morrissey’s The Jew’s Daughter ) developed out of aesthetic possibilities specific to digital/computational media. The second half envisions critical consequences of reframing literary negotiations in terms of Wittgensteinian ”˜language games’ for second-generation works of electronic literature.\",\"PeriodicalId\":389750,\"journal\":{\"name\":\"Leonardo electronic almanac\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-01-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Leonardo electronic almanac\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_36\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Leonardo electronic almanac","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_36","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Electronic Literature as Language Game: A Philosophical Approach to Digital Artifact Subjectivity
As a theoretical endeavour to interconnect machinic intelligence and literary subjectivity, the present paper discusses implications of a reconfigured understanding of recent digital literary artifacts within the specific frame of Ludwig Wittgenstein’s late philosophy. The first half addresses some of the ways in which a Wittgensteinian inter-subjective model of interaction might apply in the case of selected digital works (Michael Joyce’s Twelve Blue and Judd Morrissey’s The Jew’s Daughter ) developed out of aesthetic possibilities specific to digital/computational media. The second half envisions critical consequences of reframing literary negotiations in terms of Wittgensteinian ”˜language games’ for second-generation works of electronic literature.