Cover of Cybertext: Perspectives on Ergodic Literature

Cybertext: Perspectives on Ergodic Literature

Can computer games be great literature? Do the rapidly evolving and culturally expanding genres of digital literature mean that the narrative mode of discourse—novels, films, television series—is losing its dominant position in our culture? Is it necessary to define a new aesthetics of cyborg textuality?

Read more

In Cybertext, Espen Aarseth explores the aesthetics and textual dynamics of digital literature and its diverse genres, including hypertext fiction, computer games, computer-generated poetry and prose, and collaborative Internet texts such as MUDs. Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the I Chingor Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.

Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.

Audience
adult
Length
medium · 216 pages

Click a tag to see books like this one that share it. Point at it (on a phone, tap it) for less of it instead.

Read it? Sign in to help tag it.

Liked Cybertext: Perspectives on Ergodic Literature? Here’s where I’d start.

These suit anyone who liked Cybertext: Perspectives on Ergodic Literature. Sign in and mark a few books for picks shaped around your own taste.

  1. Hamlet on the Holodeck: The Future of Narrative in Cyberspace Shares game studies, nonfiction, games
  2. Twisty Little Passages: An Approach to Interactive Fiction Shares nonfiction, games, game studies
  3. Unit Operations: An Approach to Videogame Criticism Shares game studies, games, video games
  4. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form Shares nonfiction, games, video games

“People who read Cybertext: Perspectives on Ergodic Literature tend to reach for these next.”

  1. Paratexts: Thresholds of Interpretation
  2. Rules of Play: Game Design Fundamentals
  3. The Language of New Media
  4. Critical Play: Radical Game Design

“If you want more of the same (literary criticism about games), start with these.”

  1. Trigger Happy: Videogames and the Entertainment Revolution
  2. Extra Lives: Why Video Games Matter
  3. How to Talk about Videogames
  4. Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques

“If it was the game studies that hooked you, try one of these.”

  1. Gaming: Essays On Algorithmic Culture
  2. Second Person: Role-Playing and Story in Games and Playable Media
  3. The Video Game Theory Reader 2
  4. More than a Game: The Computer Game as Fictional Form

“These start from a similar idea, even if they go somewhere else with it.”

  1. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
  2. Electronic Literature: New Horizons for the Literary
  3. Hypertext 3.0: Critical Theory and New Media in an Era of Globalization
  4. Genre