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David Ciccoricco

Biographic Data

ID132299
NAMEDavid Ciccoricco
GIVEN NAMESDavid
FAMILY NAMECiccoricco
SIGNATURECICCORICCO D
AFFILIATIONSUniversity of Otago
VERIFIEDNo
TOTAL WORKS9
TOTAL CITATIONS2
AUTHOR COUNT9
EDITOR COUNT0
FIRST PUBLICATION YEAR2008
LATEST PUBLICATION YEAR2025
H-INDEX1
  • If You Give a Narratologist a Muffin

    David Ciccoricco•ARTICLE•Style•2025

    Object-oriented narratives in children’s books serve as resources that can prefigure and manage psychological development, including those trajectories considered neurodivergent. Drawing on new object philosophy (as anchored in narrative theory); cognitive literary studies; and child developmental psychology, the article traces what we might call the object-oriented associative impulse: the iterative drive to repurpose objects and deploy them as …

  • E-Legitimate Offspring

    Open Access•David Ciccoricco•ARTICLE•Humanities•2025

    We can trace the convergence of electronic literature and narrative games through a focus on critical methods and experiential frameworks rather than relying on typologies or ontologies. This article offers examples of digital literary works that we experience across a literary–ludic continuum. The first section traces some historical markers of convergence between electronic literature and narrative games with reference to conference keynotes fr…

  • Embodied Simulations and Neurodivergent Temporalities in To the Moon

    Sean A Yeager, David Ciccoricco•ARTICLE•Configurations•2024

    We position games as ludic time machines; beyond simply representing neurodiversity, they can prompt players to consider neurodivergent temporalities. In the 2D psychological adventure game To the Moon (Gao 2011), players control two scientists who travel through the memories of a man on his deathbed. Digging ever deeper into their seemingly neurotypical client's past, the scientists learn how his marriage was strained by the complexities of cros…

  • Technology and Literature

    Open Access•I J MacRae, Bonnie Mak et al.•BOOK•Technology and Literature•2023

    Whereas previous books have explored how literature depicts or discusses scientific concepts, this book argues that literature is a technology. It shows how literature has been shaped by technological revolutions, and reveals the essential work that literature has done in helping to uncover the consequences of new technologies. Individual chapters focus on how specific literary technologies – the development of writing, the printing press, typewr…

  • Through the Portal, and What Michael Joyce Found There

    David Ciccoricco•ARTICLE•Configurations•2021

    Reading the transmedial oeuvre of Michael Joyce, this essay traces shifts in literary culture—and, potentially, the literary imagination—in the digital era. Using John Cayley's theorizing on digital language art as a critical intertext, I view Joyce's ambivalent place in digital-literary studies through the figure of the portal, which serves equally in his writing as a mode of escape and confinement. Against more common reception narratives for J…

  • Where the Transmedial Things Are

    David Ciccoricco•ARTICLE•Poetics Today•2019•References: 3

  • Refiguring Minds in Narrative Media

    David Ciccoricco•BOOK•Refiguring Minds in Narrative Media•2015

    "How do writers represent cognition, and what can these representations tell us about how our own minds work? Refiguring Minds in Narrative Media is the first single-author book to explore these questions across media, moving from analyses of literary narratives in print to those found where so much cultural and artistic production occurs today: computer screens. Expanding the domain of literary studies from a focus on representations to the kind…

  • Narrative, Cognition, and the Flow of Mirror’s Edge

    Open Access•David Ciccoricco•ARTICLE•Games and Culture•2012•Cited by: 2•References: 18

    Faith, the protagonist of Mirror’s Edge, marks an empowered female character that is not hypersexualized, and the decision to employ a first-person perspective (thereby subverting any gaze offered by a third-person view) supports this design objective through gameplay. But despite Faith’s welcome debut on the main stage of commercial gaming, the game raises more significant questions through its engagement with the multifarious concept of “fluidi…

  • Reading Network Fiction

    David Ciccoricco•BOOK•Reading Network Fiction•2008

    This is an in-depth history and analysis of hyperlinked fiction. marriage of narrative and the computer dates back to the 1980s, with the experiments of luminaries such as Judy Malloy and Michael Joyce. What has been variously called hypertext fiction, hypertext, and hyperfiction has surely surrendered any claim to newness in the 21st century. David Ciccoricco establishes the category of as distinguishable from other forms of and cybertext: netwo…

  • Narrative, Cognition, and the Flow of Mirror’s Edge

    Open Access•David Ciccoricco•ARTICLE•Games and Culture•2012•Cited by: 2•References: 18

    Faith, the protagonist of Mirror’s Edge, marks an empowered female character that is not hypersexualized, and the decision to employ a first-person perspective (thereby subverting any gaze offered by a third-person view) supports this design objective through gameplay. But despite Faith’s welcome debut on the main stage of commercial gaming, the game raises more significant questions through its engagement with the multifarious concept of “fluidi…

  • Reading Network Fiction

    David Ciccoricco•BOOK•Reading Network Fiction•2008

    This is an in-depth history and analysis of hyperlinked fiction. marriage of narrative and the computer dates back to the 1980s, with the experiments of luminaries such as Judy Malloy and Michael Joyce. What has been variously called hypertext fiction, hypertext, and hyperfiction has surely surrendered any claim to newness in the 21st century. David Ciccoricco establishes the category of as distinguishable from other forms of and cybertext: netwo…

  • Narrative, Cognition, and the Flow of Mirror’s Edge

    Open Access•David Ciccoricco•ARTICLE•Games and Culture•2012•Cited by: 2•References: 18

    Faith, the protagonist of Mirror’s Edge, marks an empowered female character that is not hypersexualized, and the decision to employ a first-person perspective (thereby subverting any gaze offered by a third-person view) supports this design objective through gameplay. But despite Faith’s welcome debut on the main stage of commercial gaming, the game raises more significant questions through its engagement with the multifarious concept of “fluidi…

  • Refiguring Minds in Narrative Media

    David Ciccoricco•BOOK•Refiguring Minds in Narrative Media•2015

    "How do writers represent cognition, and what can these representations tell us about how our own minds work? Refiguring Minds in Narrative Media is the first single-author book to explore these questions across media, moving from analyses of literary narratives in print to those found where so much cultural and artistic production occurs today: computer screens. Expanding the domain of literary studies from a focus on representations to the kind…

  • Where the Transmedial Things Are

    David Ciccoricco•ARTICLE•Poetics Today•2019•References: 3

  • Through the Portal, and What Michael Joyce Found There

    David Ciccoricco•ARTICLE•Configurations•2021

    Reading the transmedial oeuvre of Michael Joyce, this essay traces shifts in literary culture—and, potentially, the literary imagination—in the digital era. Using John Cayley's theorizing on digital language art as a critical intertext, I view Joyce's ambivalent place in digital-literary studies through the figure of the portal, which serves equally in his writing as a mode of escape and confinement. Against more common reception narratives for J…

  • Technology and Literature

    Open Access•I J MacRae, Bonnie Mak et al.•BOOK•Technology and Literature•2023

    Whereas previous books have explored how literature depicts or discusses scientific concepts, this book argues that literature is a technology. It shows how literature has been shaped by technological revolutions, and reveals the essential work that literature has done in helping to uncover the consequences of new technologies. Individual chapters focus on how specific literary technologies – the development of writing, the printing press, typewr…

  • Embodied Simulations and Neurodivergent Temporalities in To the Moon

    Sean A Yeager, David Ciccoricco•ARTICLE•Configurations•2024

    We position games as ludic time machines; beyond simply representing neurodiversity, they can prompt players to consider neurodivergent temporalities. In the 2D psychological adventure game To the Moon (Gao 2011), players control two scientists who travel through the memories of a man on his deathbed. Digging ever deeper into their seemingly neurotypical client's past, the scientists learn how his marriage was strained by the complexities of cros…

  • If You Give a Narratologist a Muffin

    David Ciccoricco•ARTICLE•Style•2025

    Object-oriented narratives in children’s books serve as resources that can prefigure and manage psychological development, including those trajectories considered neurodivergent. Drawing on new object philosophy (as anchored in narrative theory); cognitive literary studies; and child developmental psychology, the article traces what we might call the object-oriented associative impulse: the iterative drive to repurpose objects and deploy them as …

  • E-Legitimate Offspring

    Open Access•David Ciccoricco•ARTICLE•Humanities•2025

    We can trace the convergence of electronic literature and narrative games through a focus on critical methods and experiential frameworks rather than relying on typologies or ontologies. This article offers examples of digital literary works that we experience across a literary–ludic continuum. The first section traces some historical markers of convergence between electronic literature and narrative games with reference to conference keynotes fr…

Aesthetics (7 works) · Art (7 works) · Digital Games and Media (6 works) · Computer Science (5 works) · Narrative (5 works) · Philosophy (5 works) · Literature (4 works) · Artificial Intelligence in Games (3 works) · Linguistics (3 works) · American (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae