The Verdict on Electronic Literature

Electronic literature has been around for the past couple decades but it continues to remain relatively unknown. In the simplest form it is literature that originates in a digital environment. Hypertext fiction, interactive fiction, installation pieces, generative art and Flash poetry are among the many types of work which make up this category of literature. It seems to be a largely unexplored strand of literature that hasn’t seemed to take off. In the world we live in today, technology advances at such a rapid pace. In fact, in many cases it advances before certain pieces become widespread and available. Electronic literature producers and the organization just don’t have enough support, resources, money or man-power to update and remain dynamic and cutting edge in the ever-changing technological world. Not only does it have trouble keeping up, it is almost entirely overshadowed by more advanced technology. Professionally produced video and computer games are much more aesthetically and interactively pleasing to the general public. The appeal to engage in these pieces is far more alluring than that of electronic literature. E-lit can’t seem to compete with print either. There seems to be a type of nostalgia surrounding traditional print. Readers enjoy having their own concrete library of print books. In addition to these books having a solid, effective system of archiving, there is just a comfort around the physical tangibility of novels running right down to the feel of it in the reader’s hands. Especially coming from a print-based background for the consumption of literature, readers face many difficulties in consuming e-lit. Frustrations such as not being able to “turn the page” in their own time for example, create feelings among many readers of automatic rejection. Many of these readers are unlikely to continue exploring electronic literature unless prompted to for reasons such as class requirements. Overall, electronic literature just can’t seem to compete with the giant electronic gaming companies or print-based literature. This has placed the branch in a stifling position with little room to successfully expand and appeal to the masses. Although there were vibrant and exciting intentions in breaking literary production into the electronic world, it seems to be a creative dead-end.

-Alysha Rohla


1 Comment

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One response to “The Verdict on Electronic Literature

  1. Great article thanks for sharing!

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