Astrid Ensslin
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Digital humanities scholar and games researcher
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Philosophy
Why Is Astrid Ensslin Influential?
(Suggest an Edit or Addition)According to Wikipedia, Astrid Christina Ensslin is a German digital culture scholar, and Professor of Dynamics of Virtual Communication Spaces at the University of Regensburg. Ensslin is known for her work on digital fictions and video games, and her development of narratological theory to encompass digital narratives. Ensslin is known for her critical scholarship on digital fictions and video games, and her development of narratological theory to encompass digital narratives.
Astrid Ensslin's Published Works
Published Works
- The Language of Gaming (2011) (83)
- Approaches to Discourse Analysis (2012) (46)
- Canonizing Hypertext: Explorations and Constructions (2007) (33)
- Analyzing digital fiction (2014) (30)
- A [S]creed for Digital Fiction (2010) (26)
- Language in the news: investigating representations of ‘Englishness’ using WordSmith Tools (2006) (24)
- "I know what it was. You know what it was": Second-Person Narration in Hypertext Fiction (2011) (24)
- “What an un-wiki way of doing things” (2013) (19)
- "Click = Kill": Textual You in Ludic Digital Fiction (2012) (17)
- 140 Characters in Search of a Story: Twitterfi ction as an Emerging Narrative Form (2013) (15)
- Creating Second Lives: Community, Identity and Spatiality as Constructions of the Virtual (2011) (15)
- Formulaic sequences in native and non-native argumentative writing in German (2015) (12)
- “But her language skills shifted the family dynamics dramatically.” Language, gender and the construction of publics in two British newspapers. (2007) (12)
- Playing with Rather than by the rules: Metaludicity, Allusive Fallacy, and Illusory Agency in The Path (2013) (11)
- Reconstructing the deconstructed - hypertext and literary education (2004) (11)
- Literary hypertext in the foreign language classroom: a case study report (2006) (10)
- Immersion in digital fiction (2018) (10)
- Video Games as Unnatural Narratives (2015) (10)
- What's Hard in German? WHiG: a British learner corpus of German (2014) (9)
- Women in Wasteland – Gendered Deserts in T. S. Eliot and Shelley Jackson (2005) (8)
- GerManC : A historical corpus of German 1650-1800 (2007) (8)
- From theorizing to analyzing digital fiction (2014) (8)
- Exploring digital fiction as a tool for teenage body image bibliotherapy* (2016) (7)
- Training humanities doctoral students in collaborative and digital multimedia (2012) (7)
- 'Black and white': language ideologies in computer game discourse. (2010) (7)
- From (w)reader to breather: Cybertextual de-intentionalisationand Kate Pullinger's Breathing Wall (2011) (6)
- Approaches to videogame discourse: lexis, interaction, textuality (2019) (6)
- A reader response method not just for ‘you’ (2019) (6)
- ‘I want to say I may have seen my son die this morning’: Unintentional unreliable narration in digital fiction (2012) (6)
- An action to an object does not improve its episodic encoding but removes distraction. (2016) (6)
- Formulaic language and collocations in German essays: from corpus-driven data to corpus-based materials (2015) (5)
- The event of space: defining place in a virtual landscape. (2011) (5)
- Introduction to Multimodal Analysis by David Machin (2008) (5)
- Discourse of Games (2015) (4)
- New perspectives on digital literature: criticism and analysis (2007) (4)
- Deep Learning for Classification of Speech Accents in Video Games (2018) (4)
- Immersion in digital fiction : a cognitive, empirical approach (2018) (4)
- The myth of the “clarté française”: Language ideologies and metalinguistic discourse of videogame speech accents on Reddit (2020) (3)
- Digital Fiction and the Unnatural: Transmedial Narrative Theory, Method, and Analysis (2021) (3)
- Language Ideologies in Videogame Discourse (2019) (3)
- Bad Language and Bro-up Cooperation in Co-sit Gaming (2019) (3)
- Deep Learning for Speech Accent Detection in Videogames (2021) (3)
- Narrative MediaThe Impossibilities of Digital Storytelling (2018) (3)
- Hypertext: Storyspace to Twine (2017) (3)
- From revisi(tati)on to retro-intentionalisation: Hermeneutics, multimodality and corporeality in hypertext, hypermedia and cybertext. (2010) (2)
- Electronic Fictions: Television, the Internet, and the Future of Digital Fiction (2017) (2)
- Pre-web Digital Publishing and the Lore of Electronic Literature (2022) (2)
- Do avatars dream of electric steak? Video games and the gendered semiotics of food (2011) (2)
- Immersion, digital fiction, and the switchboard metaphor (2019) (1)
- GerManC - Towards a Methodology for Constructing and Annotating Historical Corpora (2006) (1)
- “Womping” the Metazone of the Festival Dada: Jason Nelson’sevidence of everything exploding (2014) (1)
- Women in Games 2007: new platforms, new perspectives, new players: University of Wales, Newport, School of Art, Media and Design, 19–21 April 2007. Conference report (2008) (1)
- Transmediating Bildung: Video Games as Life Formation Narratives (2018) (1)
- “These Waves ...”: writing new bodies for applied e-literature studies (2019) (1)
- Hypertext Theory (2020) (1)
- Words and Meanings (2012) (1)
- Developing a Choice-Based Digital Fiction for Body Image Bibliotherapy (2022) (1)
- Gaming the Composition: An ethnographic study on composing ergodic fiction (2016) (1)
- The Cambridge Handbook of Second Language Acquisition: Electronic interaction and resources (2013) (1)
- Bodies in E-Lit (2021) (1)
- Digital fiction and unnatural narrative (2018) (1)
- The Narrative Language of Videogames (2012) (1)
- The possibilities of illness narratives in virtual reality for bodies at the margins (2022) (1)
- Reading Digital Fiction Project Hyperlink Study data (2017) (0)
- Reading Digital Fiction project Second-person Narration study 1 data (2016) (0)
- The Art of English: Literary Creativity, Edited by Sharon Goodman and Kieran O'Halloran (2007) (0)
- Creating Learning and Teaching Materials on Lexical Bundles and Collocations for German Essay Writing: Two Corpus Approaches (2012) (0)
- From Revisi(tati)on to Retro-Intentionalization (2010) (0)
- Gaming and Multimodality (2012) (0)
- The Interlocutor in Print and Digital Fiction: Dialogicity, Agency, (De-)Conventionalization (2018) (0)
- Writing new bodies in digital fiction (2020) (0)
- Reading Digital Fiction Project Second-Person Narration Study 2 data (2017) (0)
- Book review: Theresa Heyd, Email Hoaxes: Form, Function, Genre Ecology. Amsterdam: John Benjamins, 2008, vii + 239 pp. 95.00/US$143.00 (hbk) (2010) (0)
- Divine intervention (2021) (0)
- Dyscorpia Exhibition Catalogue (2019) (0)
- Games and Language (2012) (0)
- Chapter 7. Reading hyperlinks in hypertext fiction (2021) (0)
- Digital Literature in Creative and Media Studies (2010) (0)
- Applied E-Lit as Participatory Research-Creation for Social Change (2020) (0)
- "Womping" the Metazone of the Festival Dada (2014) (0)
- Breathalyzing physio-cybertext (2007) (0)
- GerManC: An Annotated, Spatialised, Multi-Genre Corpus of Early Modern German (2006) (0)
- Looking back: Ten years of editing gaming and virtual worlds scholarship (2018) (0)
- From Feminist Participatory Co-Design to Research-Creation: Developing a Digital Fiction for Body Image Bibliotherapy (2020) (0)
- Genres, Macrostructures and Textuality (2012) (0)
- Locating Videogames in Medium-specific, Multilingual Discourse Analyses (2019) (0)
- Book review: Tanja Storsul and Dagny Stuedahl, Ambivalence Towards Convergence: Digitalization and Media Change. Göteborg: Nordicom, 2007. 251 pp. EUR30.00/SEK280.00 (pbk) (2010) (0)
- Knowing Ourselves: Building an Interactive Researcher Map at the University of Alberta (2020) (0)
- Linden Lab’s Second Life (2017) (0)
- The Linguistic Pragmatics of Gameplay (2012) (0)
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Astrid Ensslin is affiliated with the following schools: