Characteristics of electronic literature
In many publications (see e.g. the publications mentioned in the introduction),
an attempt is made to distinguish genres in electronic literature, such as
hypertext literature, interactive literature, multimedia literature flash
poems and computer-generated
poetry. Because this distinction is not always unambiguous (hypertext
literature might also contain multimedia elements and multimedia literature can
also be interactive) this workbench contains a description of some possible
characteristics of electronic literature. Many forms have more than one of these
characteristics.
Note: Although the characteristics by themselves are
not necessarily innovative or typical of the digital medium,
the interaction between them often is.
Non-linearity
Non-linearity means that a work cannot or does not have to
be read as continuous text, but can be read in various ways. This characteristic
is closely linked with interactivity (see below), because the reader usually has
to decide how he/she wants to continue reading the text at various points in the
text. Hypertext is a closely related technique. Within electronic literature,
hypertext literature (and in particular hypertext fiction) is often
distinguished as a specific genre. Just like traditional printed literature, a
lot of hypertext literature (especially novels) are commercial products. This is
the case, for example, for the classic
Afternoon, a
story (Michael Joyce, 1987/1990), published by Eastgate. Other
publications by this publisher of English-language hypertext fiction
include Victory Garden (Stuart Moulthrop, 1995) and Patchwork Girl
(Shelley Jackson, 1995).
Here is an example of hypertext literature on the
Internet:
Hegirascope (Stuart Moulthrop, 1997/1998)[hypertext
fiction]
Interactivity
Interactivity means that the reader
largely determines how a text is read, which turn a story takes, when the next
portion of a work is shown, or whether a particular picture is shown or sound is
played, for example. Although this characteristic is oftenconnected to
non-linearity (see above) and thus with hypertext fiction, this is definitely
not always the case.
Examples:
The Jew's Daughter (Judd Morrissey)
Blue Hyacinth (Jim Anderson) [interactivity,
motion] and other Stir Fry Texts
Multimediality
If text is combined with images, sound, animations and/or
video, we call this multimediality. This is an important feature of electronic
literature.
Examples:
Slaaplied
(Tonnus Oosterhof) [text and music] 
Faith
(Robert Kendall) [use of colours, animation, music, timing and motion,]
Mobility and variability
Certain types of electronic literature are not
static. For example, it is possible play with the place of letters and/or words
in the text by making them move over the screen in order to support what is
being told in some way. Portions of text can also be interchanged
(whether or not after reader input), so that not only the form of a poem, for
example, changes during reading, but its contents as well.
Example:
The Dreamlife of Letters
(Brian Kim Stefans)
Transience
Some electronic literature isnotpermanent
butephemeral and temporary, because it takes a different shape every time
it is viewed and cannot be stored in a single, fixed form. This characteristic
is related to mobility and variability, as mentioned above, but also has its own
aspects. For example, it is an important feature of computer-generated poetry.
In this genre (computer-generated
poetry), a (sequence of) text is produced based on pre-programmed
instructions and a certain basic vocabulary. This process, which
does not lead to a fixed result, unfolds during the act of reading and can
sometimes also be directed by reader instructions.
Examples:
Emotionally configurable poem generator (Peter Howard) [computer-generated poetry]
Regime Change (Noah Wardrip-Fruin e.a.) [computer-generated
poetry]
Three-dimensionality
Some works use (the illusion of) a third dimension
to present and manipulate text.
Examples:
Five by Five
(Dan Weber) [3d; motion]
Heart Pole
(David Knoebel) [3d; motion]
Of course, computer displays are limited when it comes to 3D-presentation, but a major development in
this field is CAVE, a space equipped with screens on which
computer-generated images are projected. Together with the special glasses that
CAVE users have to wear, this creates the impression that the images emanate
from the walls in 3D. An example of a literary application of CAVE is
Screen, by Noah Wardrip-Fruin et al.
Fusion with other art forms
Whereas in electronic literature the
literary aspect is central and other media are used to support and enhance it,
there are other art forms that are more of a fusion
of electronic literature with other (digital) art forms, such as the visual
arts, film, music and computer games, in such a way that the dividing line
between the one art form and the other one blurs. Interactive
fiction, a term used for storytelling text
games, is a good example of thist type of fusion, although it can also be
seen as a genre of its own.
Examples:
The Child
(Alex Gopher en Antoine Bardou-Jacquet) [video; narrative calligram]
Fa�ade: a one-act interactive drama
Collaboration
Although literature spread through new communication
media such as Email, SMS, wikis, rss-feeds and blogs is not covered by the
definition of electronic literature used in this Workbench (see the
introduction), these forms are, in fact, the product of a new way of creating
literature that is well worth mentioning. This involves works of literature that
are created in the context of a literary community that can influence how
the text is produced. These works 'grow', as it were, as readers make their own
contributions to them, which can come in all shapes and sizes. Kate Pullinger
and Chris Joseph, for example, are currently working on
Flight Paths,
using the CommentPress system. They call this a 'networked novel', where reader
input can influence the development of the work.