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In the second half of the twentieth century, some scientific insights and
historical age. They include: nuclear technology, journeys to the moon and the mars,
fertilization, the cloning of animals, the human genome project, and digital
technology from the personal computer to the World Wide Web. The intensive
up new fields whose impacts have been perceived, experienced and vigorously
discussed among the public: computer technology and biotechnology are two of the
salient areas that have given rise to utopian hopes as well as to apocalyptic figures.
This has most strikingly created the sense of an epochal break. The widespread
postmodernism.
progress. It has radically transformed the daily life of a large part of the population in
industrialized societies. When computers were first invented, they found their primary
uses in military and highly specialized scientific purposes and, by late 1950s, they
and allow them to dominate their creators. More mundanely, the use of computers in
the industrial sector and later in the service sector fuelled worries whether they would
destroy employment for humans. In subsequent decades, it turned out that the
computers were destined to become smaller rather than larger, as their processing
power increased; they could be made to perform a wide variety of tasks other than
common a device the computer would become in the 1980’s. Even when the
designers doubted whether the general public outside a small circle of experts would
computer once it became available is hard to explain; through its practical uses, it
hardware. For some new users, the computer remained little more than an extremely
advanced form of typewriter for years before they discovered it’s more sophisticated
and wide –ranging applications. For many, the computer was an icon of progress,
electronic mammoths that had been owned by the government, the military and big
corporations. The idea that one could personally own such a piece of futuristic
fast pace of innovation in digital technology, also began to adopt computers in large
numbers to carry out a wide range of tasks from record-keeping and accounting to
inventory control, production, and advertising. In a mere two decades, the computer
turned from a specialized research tool to a universal machine that can be adapted to
the most varied uses, from number-crunching all the way to creative experimentation
technologies. The computer came to function not only as a sophisticated device for
storing and managing varied types of information efficiently but also as an innovative
means of communication. Electronic mail and bulletin boards brought about a first
individuals and institutions with shared interests to interact without the intermediary
of the printed word or the telephone. In the 1990s, the emergence of the Internet from
earlier networks of computers that had been dedicated to specific military and
than individual computers or even electronic mail, the Internet helped to create a
sense that the computer was not so much a tool as an entirely new medium, an
alternative environment or space in which many daily activities would take place in
the future. Transcending the modernist association of technology with machines, the
encounter awaited the user. Reinforced by the “cyberpunk” images popular in the
1980s, virtual space has become a far richer and more interesting environment than
to open the door to a realm beyond the physical limitations of modernist machines.
The rise of digital technology was accompanied by utopian hopes for the
and that it would transform education and allow new types of social communities to
emerge. The figure of the cyborg, originally a physical amalgam of human and
new relationships between body and mind, and the possibility of endlessly
transformable identities. Some of these hopes have been at least partially realized.
While others continue to exist as aspirations for the future, many types of information
have become more easily accessible, for those who can use computers, and new
groups have been formed through email and the World Wide Web.
While digital technology has not led to the wholesale social revolution that
West but also in other parts of the world, from goods-based to service-based
economies. This transition implies that a large part of what is produced, sold, and
knowledge, rather than material goods, that ultimately shape social and economic
the “new economy” in Europe and in the United States in the 1990s. It is an economy
that does not obey the same principles as do the economies that rely principally on the
production and distribution of material goods. The idea that such economies would
lead to sustained rates of high growth, low inflation, the absence of “up-and-down”
business cycles, and the transfer of business from physically rooted to Internet-based
companies, seem to be doubtful when many “dot.coms” failed and economies across
the globe returned to low growth at the turn of the millennium. It remains to be seen
whether the functioning of the “new economy” differs fundamentally from the old
one. It is clear that services have an unprecedented prominence in its functioning, and
to digital technology, one of the most central media for the postmodern “information
society.”
In this context, e-literature’s place in serious literary study can be seen in its
broad acquaintance with fields like Culture Studies, New Media Studies,
bound up with the evolution of book technology consistently built on wave after wave
evolution of digital computers as they shrank from the room-sized IBM 1401 machine
to the networked machine, thousands of times more powerful and able to access
mean a literature that is “digital born.” This includes genres as varied as hypertext
executed code in order for the work to be accessible. E-literature can be understood as
a mediator between human beings and the computers. As the World Wide Web has
The electronic literature is amazingly richly diverse, spanning all the genres
associated with print literature and adding some genres unique to networked and
programmable media. Readers having a little familiarity with the field will probably
significant.With the movement to the Web, the nature of electronic literature has
changed. Whereas early works tended to be blocks of text traditionally called lexia
with limited graphics, animation, colours and sound, later works make much fuller
use of the multi-modal capabilities of the Web. While the hypertext link is considered
the distinguishing feature of the earlier works, later works use a wide variety of
navigation schemes and interface metaphors that tend to de-emphasize the link as
such.
mutated into a range of hybrid forms, including narratives that emerge from a
useful term "network fiction," defining it as digital fiction that makes use of hypertext
Then comes the Interactive fiction (IF) which differs from the hypertext
literature and computer games is far from clear; many games have narrative
Alternating game play with novelistic components, interactive fictions expand the
repertoire of the literary through a variety of techniques, including visual displays,
out of the desktop and into the environment, other varieties of electronic literature
have emerged. Whereas in the 1990's email novels were popular, the last decade saw
the rise of forms depended on mobile technologies: from short fiction delivered
often called locative narratives. In Janet Cardiff's The Missing Voice (Case Study B),
London's inner city, tracing a route that takes about forty-five minutes to complete.
projection room or gallery site. In their specificity and lack of portability such works
are reminiscent of digital art works. But in their emphasis on literary texts and
narrative constructions, they can be considered texts of electronic literature. Like the
boundary between computer games and electronic literature, the demarcation between
digital art and electronic literature is also blurred and shifty. It is a matter of the
critical traditions on the basis of which the works are discussed rather than anything
goggles and manipulates a wand, these works enact literature not as a durably
imprinted page but as a full-body experience that includes kinetic, proprioceptive and
dimensional perceptions. The enhanced sensory range that these works address is not
without cost. CAVE equipment, costing more than a million dollars and depending on
only in Research 1 universities and other elite research sites. On account of the high
funded by grants to scientists. Of the few institutions that have this high-tech
resource, even fewer are willing to allocate precious time and computational resources
There are certain issues that are debated today within the literary communities:
mechanisms of the Internet and World Wide Web, will open publication to everyone:
demonstrably inferior to the print canon. It is interesting to enquire into the large-scale
social and cultural changes that accompany the popularity of digital culture, and its
impact on the future of writing. These issues cannot be discussed without first
considering the contexts that give them meaning and significance; it implies a wide-
ranging exploration of what electronic literature is, how it overlaps with and diverges
from print literature, what signifying strategies characterize it, and how these
cannot answer these questions unless one has first thoroughly explored and
understood the specificities of digital media. To see electronic literature only through
the lens of print is, in a significant sense, not to see it at all. E literature is, in a sense,
literature with the protean format and hermeneutic strategies of digital texts.
e-literary texts in the context of the power structures enforced through digital
possible in their context and form. The study visualizes how the digital format of the
e-texts influences the sensibility of the audience and consequently controls the
The first chapter provides the framework within which the study is conducted.
It is an inquiry into the field of electronic literature which partakes both partaking the
literary tradition and the textual transformations brought out by its new format. The
The second chapter explores the economics of the e-texts and hypertexts. The
information gathered from the media market is used to test the viability of hypertext
theory. The chapter draws attention to the important continuities between print
differences. It gives solid reasons for examining the challenges involved in making
of the real strengths and limitations of the digital medium, particularly the extent to
which electronic texts are malleable and fungible. It provides a means to appreciate
the relationship between author, context, form, design and programming. Electronic
The third chapter is a meticulous analysis of the most popular and best known
genre of electronic literature: the hypertext fiction. It distinguishes itself by its many
links between blocks of text known as lexias. This chapter discusses Shelley
Jackson’s Patchwork Girl, one of the best and most popular examples of the genre.
first created by Michael Joyce, Jay David Bolter, and John B. Smith and then licensed
to Mark Bernstein of Eastgate Systems, who improved, extended, and maintained it.
This software is so important, especially to the early development of the field, that the
stand-alone objects, Storyspace works are usually distributed as CDs (earlier as disks)
with Macintosh's Hypercard, it was the programme of choice for many major writers
implications in the original text from the paradigms of contemporary science and
criticism. This analysis is an attempt to reveal the ways in which these paradigms,
with Shelley’s novel in order to produce a postmodern version. Apart from exploring
the filial connections that one may expect in any rewriting exercise, this work focuses
on the way Jackson questions the concepts of authorship, originality and creativity,
and related issues such as intertextuality and assemblage. These are indices of the
The final chapter reread the metamorphosed text in the new medium, on
interactive fiction, which includes what has been called the “text game” or “text
programmes that displays text, accepts textual responses, and then redisplays
additional text in reaction to what has been typed. The exchange between the user and
the computer continues until the person interacting terminates the programme or
The initial portion of the chapter introduces the form in meticulous details,
elements of its form from the perspective of narratology. The chapter outlines the
development of interactive fiction, from its oldest form, the riddle. The games
and influential narrative fiction work, Zork. They are milestones in the development
of narrative fiction. The beginning of commercial interactive fiction for the personal
enriching experience of e-literature. This study seeks to provide a way into the digital
labyrinths to explore the new wonder called e-literature. The study wants to evaluate
the impact of e-novels on the sensibility of the surfers: how the epistemological
structure of the e-novels is synchronized with the power structures that operate in the