This article argues that a sceptical attitude towards the role of digital technology in contemporary life is becoming increasingly prevalent in twenty-first-century fiction and offers a new way of theorising this thematic trend via refining the concept of the ‘postdigital’. Proving a critical overview of the way that the ‘postdigital’ has been interpreted in aesthetics, critical theory, and literary criticism, I show how the scepticism towards digital media that is a tenet of postdigital visual arts can now also be seen in some narrative fiction of the twenty-first century written in English. I thus show how what I define as postdigital fiction interrogates the way in which the digital and nondigital have become hybridised in digitised societies and questions the universal benefits digital media bring. Taking examples from print and digital fiction, I show how a postdigital perspective can manifest both thematically and aesthetically in fiction and argue that there is an increasing prevalence of postdigital ethics in narrative fiction across media.
The multimodal writer does not simply write a poem or piece of fiction, but also architects a dynamic, ludic space in order to ‘publish’ the piece. This article examines the literature associated with “literary-ludic hybridity” (Ensslin 32–33) whilst also offering critical reflections on my own playful experiments in digital writing, namely in the creation of Viole(n)t Existence. This process of autoethnographic evaluation revealed that some of the precise writing challenges faced by multimodal, literary-ludic writers were not examined as closely as those of ‘traditional’ print writers. Whilst Barnard (2017) acknowledges that both hardware and software date quickly and multimodal writers must be invested in new innovations, the implications are not fully elucidated. The realities are that this hardware and software can change even before the creative piece is finished. From my own experience, the creative process evolved to be far more complex than that captured by the terms ‘drafting’ or ‘editing.’ It involved producing and assessing a collection of iterations which move between digital and physical spaces, and blur digital, personal and cultural bodies, whilst trying desperately, ultimately phantasmorgorically, to move towards an ever elusive ‘final’ piece. This form of writing practice demonstrates Alexenberg’s (10) understanding of the postdigital. Postdigital ludic writers must engage in many playful, creative experiments, thus simultaneously creating postdigital, posthuman archives, which are all in constant metamorphosis.
Digital fiction can already boast a relatively long history. From the first text generators to hypertexts to multimodal and multimedia works, this genre of literature has always thrived on the latest technological innovations. The turn of 2015 and 2016 saw the release of three novels in the form of mobile device applications that might be recognized with the benefit of hindsight as paving the way for a new distinct genre of digital fiction. In the following article, I discuss The Pickle Index by Eli Horowitz, Arcadia by Iain Pears, and Belgravia by Julian Fellowes as examples of ‘app fiction’ and explore their generically formative features in the context of so-called ‘postdigital culture.’ These features will subsequently be used to argue that app fiction displays a postdigital dimension that corresponds to more general cultural phenomena within the digital domain in the second decade of the 21st century.
Facilitated by the sixth author, this roundtable was conducted on 24 January 2024, at Coventry University. It brings together members of the Centre for Postdigital Cultures, Coventry University, from the centre’s five core research strands: Postpublishing; Postdigital Intimacies; ArtSpaceCity; Ludic Design; and AI and Algorithmic Cultures. Here we explore the multifaceted and interdisciplinary meaning to us of the concept of the ‘postdigital’ and unpack the salient characteristics that make it an important concept in future practice-research-theory.
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