Electronic literature or digital literature is a genre of literature encompassing works created exclusively on and for digital devices, such as computers, tablets, and mobile phones. A work of electronic literature can be defined as "a construction whose literary aesthetics emerge from computation", "work that could only exist in the space for which it was developed/written/coded—the digital space". This means that these writings cannot be easily printed, or cannot be printed at all, because elements crucial to the text are unable to be carried over onto a printed version.
N. Katherine Hayles defines electronic literature as "'digital born' (..) and (usually) meant to be read on a computer", clarifying that this does not include e-books and digitised print literature. A definition offered by the Electronic Literature Organization (ELO) states electronic literature "refers to works with an important literary aspect that takes advantage of the capabilities and contexts provided by the stand-alone or networked computer". This can include hypertext fiction, animated poetry (often called kinetic poetry) and other forms of digital poetry, literary chatbots, computer-generated narratives or poetry, art installations with significant literary aspects, interactive fiction and literary uses of social media.
The definition of electronic literature is controversial within the field, with strict definitions being criticised for excluding valuable works, and looser definitions being so murky as to be useless. Scott Rettberg argues that an advantage of a wide definition is its flexibility, which allows it to include new genres as new platforms and modes of literature emerge.
Nonlinear narrativeCybertext and :Category:Precursors of electronic literature
Scholars have discussed a range of pre-digital precursors to electronic literature, from the ancient Chinese book the I Ching, to John Clark's mechanical Latin Verse Machine (1830-1843) to the Dadaist movement's cut-up technique.
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Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction. The term can also be used to describe traditionally-published books in which a nonlinear narrative and interactive narrative is achieved through internal references.
Cybertext as defined by Espen Aarseth in 1997 is a type of ergodic literature where the user traverses the text by doing non-trivial work. Cybertexts are pieces of literature where the medium matters. Each user obtains a different outcome based on the choices they make. According to Aarseth, "information is here understood as a string of signs, which may (but does not have to) make sense to a given observer." Cybertexts may be equated to the transition between a linear piece of literature, such as a novel, and a game.
Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks.
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