VIRTUAL MUSEUM OF DIGITAL FICTION

Extract from Letter of Support

"I have worked with both artists on various occasions and cannot but praise their unfailing professionalism, reliability, technical expertise and creative powers, as well as their constant endeavor to innovate and to excite new and existing audiences of electronic literature, experimental videogames, and immersive interactive experiences more generally. I have every reason to believe that the applicants will produce a stunning and innovative virtual exhibition space that will likely win global awards." - Astrid Ensslin, Professor in Digital Humanities and Game Studies, Alberta University, Canada

Summaries of early Flash-based works for the museum

Inside: A Journal of Dreams (2000)
An interactive 'dream diary' following the story of an elderly man suffering physical illness. One of the first works of digital writing to use mathematically animated texts and video sequences. Launched at the Sorbonne in Paris in 2001, translated into French and featured in 7 international exhibitions.

The Virtual Disappearance of Miriam (1999)
One of the earliest examples of multimedia storytelling, this collaboration with novelist Martyn Bedford is a dark comedy that plays with perception and multiple-choice narratives. Commissioned for the Ilkley Literature Festival. Featured in The Bookseller in 2000 and New Scientist in 2007.

Inanimate Alice (2005)
An episodic digital text with a strong female protagonist, now part of the National Curriculum in Australia and Portugal, this work has won multiple industry awards, been translated into 7 languages and is used in multilingual education world-wide. 

Joyride (2003)
A digital poem installation exploring the influences of disenfranchised young people on the margins of society. Featured in Res Magazine in 2006.

Spawn (2004)
An abstract and playful 'liquid poem' featuring disruptive and mouse-responsive computer-generated texts. In 2005, 'Spawn' was selected for 'publication' in one of the earliest American 'digital poetry' magazines, 'Poems That Go' bringing it to a wide audience.

The Flat (2006)
One of our most influential projects, The Flat offers a reader/player the chance to uncover haunting 'remnants of memories' left behind in an abandoned council flat. Featured in the European Anthology of Electronic Literature and studied by new media students globally.

Clearance (2007)
Commissioned for a Canadian digital arts festival, Clearance is a science fiction story set in a bleak rural landscape that plays with the concept of 'reality versus conspiracy'. The work features connections to real life news events across the internet.

Changed (2010)
Selected as part of the Norwich Fringe Festival in 2010 and adapted from a short film script, 'Changed' uses blurred and disintegrating texts to explore the impact of trauma on a teenage girl hiding beneath a roadway tunnel. 

Nightingale's Playground (2010)
This story of a schoolboy living with his grandmother in the 1980s explores issues around memory, self-identity and personal history against a backdrop of early video games. Described by digital journal Furtherfield as "inherently immersive and interactive... a leading exponent of the digital fiction form."

Extract from Letter of Support

"Obsolescence and backward-incompatibility are considerable issues facing communities of media and digital arts researchers, readers and practitioners. Making the extensive, world-leading digital art and literature works generated by Dreaming Methods over the past two decades accessible in one 3D virtual space is a progressive and logistically sound idea and fully in line with archiving and preservation efforts undertaken by digital humanities and electronic literature scholars around the world." - Astrid Ensslin, Professor in Digital Humanities and Game Studies, Alberta University, Canada