Abstract

A digital performer has to negotiate with different kinds of affordances inside the space of a digital text. The Nightingale’s Playground (2010), a digital fiction authored by Andy Campbell and Judi Alston offers the reader/player with four versions of the text centering on the protagonist Carl Robertson who tries hard to search for his lost school friend Alex Nightingale. The online texts (‘Consensus Trance’, ‘Fieldwork Book’) and the gaming version of the digital fiction (‘Consensus Trance II’) offer the reader different decisional platforms. This makes it a challenging task for the reader to connect the affordances of the digital text. At the same time, the offline pdf version of the digital fiction hints at Carl being affected by a psychological disorder. The paper shall focus on how a digital reader negotiates his/her position inside the digital text by decoding the programmer’s/author’s encoded plot.

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