# Bliss: An Interactive Harrowing

> creative work by Cameron Wilkin

**Wikidata**: [Q132199926](https://www.wikidata.org/wiki/Q132199926)  
**Source**: https://4ort.xyz/entity/bliss-an-interactive-harrowing

## Summary
**Bliss: An Interactive Harrowing** is a creative work by Cameron Wilkin. It is classified as an application and is associated with the entity "video game" in some contexts.

## Key Facts
- **Classification**: Instance of a creative work, application, and video game.
- **Creator**: Cameron Wilkin.
- **First published**: 1999.
- **Aliases**: Referred to as a creative work and application.
- **Related identifiers**:
  - elmcip_id: 7596
  - instance_of: creative work, application, video game
  - author_name_string: Cameron Wilkin
  - publication_date: 1999

## FAQs
### What is Bliss: An Interactive Harrowing?
Bliss: An Interactive Harrowing is a creative work developed by Cameron Wilkin. It is categorized both as an application and a video game, indicating its interactive and user-engagement design.

### When was Bliss: An Interactive Harrowing first published?
Bliss: An Interactive Harrowing was first published in 1999.

### Who is the creator of Bliss: An Interactive Harrowing?
Cameron Wilkin is the author and creator of Bliss: An Interactive Harrowing.

### Is Bliss: An Interactive Harrowing classified as a video game?
Yes, while primarily categorized as an application, it is also contextually recognized as a video game.

### What identifiers are associated with Bliss: An Interactive Harrowing?
It is associated with the elmcip_id 7596 and is linked to the Wikidata classification for creative works and applications.

## Why It Matters
Bliss: An Interactive Harrowing holds significance as a creative and interactive digital experience. As a work that bridges the categories of application software and video game design, it represents a unique intersection of storytelling and user engagement. Its development by Cameron Wilkin marks it as a notable entry in interactive media, offering users a structured yet exploratory environment. The work's classification across multiple types—creative work, application, and video game—demonstrates its versatility and multi-dimensional user experience. It contributes to the evolving landscape of interactive narratives, where user agency and immersive design intersect.

## Notable For
- Being a creative work by Cameron Wilkin
- Bridging application software and video game genres
- Publication in 1999, marking it as an early entrant in interactive digital media
- Classification as both a creative work and an application
- Demonstrating the evolution of interactive storytelling

## Body

### Identity and Classification
Bliss: An Interactive Harrowing is a multifaceted digital entity created by Cameron Wilkin. It is recognized as:
- A **creative work**, emphasizing its narrative or artistic value.
- An **application**, aligning it with software designed for end-user interaction.
- A **video game**, indicating its interactive and possibly ludological elements.

This classification reflects the hybrid nature of interactive media that merges storytelling with functional design.

### Creator and Development
Cameron Wilkin is credited as the sole author and creative force behind Bliss: An Interactive Harrowing. The work was first published in 1999, placing it within the early wave of interactive digital media that sought to blend user engagement with narrative depth. Wilkin's authorship connects the work to broader trends in interactive storytelling and application-based game design.

### Publication and Contextual Classification
Bliss: An Interactive Harrowing was published in 1999, during a period of rapid evolution in digital interactivity. Its dual classification as both an application and a video game underscores its role in the transitional phase of digital media, where the lines between software utility and entertainment began to blur.

### Technical and Creative Attributes
As an application, Bliss: An Interactive Harrowing is designed for end-user interaction, aligning with the broader category of application software. However, its additional classification as a video game suggests a deeper layer of user engagement, likely involving decision-making, exploration, or narrative progression that is characteristic of early interactive games.

### Related Entities and Identifiers
The work is identified by the elmcip_id 7596 and is contextually linked to the video game category, indicating its interactive and user-driven design. This places it within a lineage of early digital interactive experiences that sought to merge narrative with user agency.

### Influence and Legacy
Bliss: An Interactive Harrowing is part of a broader movement in digital creative works that sought to utilize the personal computer as a medium for storytelling. Its publication in 1999 situates it alongside other pioneering interactive narratives that helped define the medium. As both a creative work and an application, it reflects the era's interest in merging technology with art, offering users a space for exploration, interaction, and narrative engagement.