Digital technologies are now an integral part of the publishing world and all aspects of the media. They have also transformed ways of analysing, editing, reading, and archiving literary texts. This module has been designed, in collaboration with third-year students, to introduce some of the key areas – literary analysis and mapping, editing, and game theory – in digital literary studies. It explores the critical issues raised by digital technologies for how literary texts are understood and analysed, as well teaching practical skills, and so is suitable for students with basic IT skills. Students will have the opportunity to combine the critical and the creative, and make their own digital text. Aims: This module aims to develop digital literacy and to enable students to critique material produced for the web, to understand the basics of editing literary texts, and how digital technologies have enhanced the analysis and representation of literary texts, through digital archives, editions, literary maps and games. It will teach students practical digital editing skills, such as mark-up languages and how to make texts searchable on the web, as well as editing theory. The module will introduce students to easy-to-use open source software that can be used to make digital texts, from simple literary maps to interactive fiction.

Term(s) offered: Spring term module; 20 [10 ECTS credits]
Credit: 3.0
General Education: [None]