Tuesday, August 19, 2025

"Literature as an Art Form – Evolving Intermedial Literary Landscape" (Intech Open 2025)

 



The millennial trajectory of human progress is intricately linked to a foundational element—silicon. From the earliest stages of civilisation to the present digital era, silicon has served as both a literal and metaphorical cornerstone in human technological and cultural evolution. This element, which constitutes the second most abundant component of the earth’s crust after oxygen, has accompanied humanity from the prehistoric Stone Age to the realm of Artificial Intelligence. (Asunción López-Varela Azcárate, Techno-Poïesis and Intermedial Semiosis in David O’Reilly’s Videogame Everything)

Happy to share the announcement of the publication of Literature as an Art Form – Evolving Intermedial Literary Landscape.

Literature as an Art Form – Evolving Intermedial Literary Landscape brings together sixteen scholarly contributions that explore literature’s ongoing transformation across media, cultures, and technologies. This anthology traces the dynamic interplay between literature and visual, sonic, performative, and algorithmic forms, ranging from illuminated manuscripts and oral traditions to digital texts and anime. Rejecting the notion of literature as a fixed verbal art, the chapters highlight its status as a transmedial, evolving practice, shaped by and shaping the environments in which it is situated. Each essay examines how literature migrates across modalities, revealing it as a mutable process of techno-poïesis. Together, they offer a compelling vision of literature not as an autonomous artefact, but as a fluid cultural phenomenon whose conditions of existence are inseparable from intermedial exchange. (Press Release)

The book was edited by Asunción López-Varela Azcárate (Complutense University of Madrid, Spain), and includes some quite interesting essays at the borderlands of semiotics, techno-virtuality, and literature. 

The Table of Contents with links to the open access chapters follows below along with the editor's introductory chapter: Asunción López-Varela Azcárate, Techno-Poïesis and Intermedial Semiosis in David O’Reilly’s Videogame Everything, which provides a quite intriguing engagement with the emerging dialectics reconstitution of both fields of knowledge and their manifestation in the interactions of humans with their environment--natural and virtual--and vice versa.

 

Table of Contents

Open access  chapters

14
 
 

Techno-Poïesis and Intermedial Semiosis in David O’Reilly’s Videogame Everything

Written By

Asunción López-Varela Azcárate

Submitted: 03 February 2025 Reviewed: 03 March 2025 Published: 04 April 2025

DOI: 10.5772/intechopen.1009927

From the Edited Volume

Literature as an Art Form - Evolving Intermedial Literary Landscape

Asunción López-Varela Azcárate

Abstract

Building on recent research in posthumanist and neomaterialist thought, the study considers a techno-poetic consciousness that blurs the distinction between the natural and the artificial (human-made) and pays attention to small but significant natural elements, silica in particular, and their deep influence on the development of human life and, more recently, digital culture. Adopting an intermedial semiotic approach, the chapter interweaves perspectives from semiotics, art, and mythology to analyse Everything, a videogame created by Irish filmmaker and game developer David O’Reilly. The game and its short video serve as a case study in the evolving landscape of interactive gaming. By shifting player perception through spatial immersion and scale traversal, Everything fosters a relational understanding of existence and challenges anthropocentric perspectives, with implications for eco-cultural education and gamification trends. In this way, the chapter discusses the evolving digital spaces of artistic creation.


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