Readers come to digital work with expectations formed by print, including extensive and deep tacit knowledge of letter forms, print conventions, and print literary modes. Of necessity, electronic literature must build on these expectations even as it modifies and transforms them. At the same time, because electronic literature is normally created and performed within a context of networked and programmable media, it is also informed by the powerhouses of contemporary culture, particularly computer games, films, animations, digital arts, graphic design, and electronic visual culture. In this sense electronic literature is a "hopeful monster"
With the rapid spread of technology in our daily lives through various gadgets, literature as a significant source of information has inevitably moved into the digital realm. Katherine Hayles accurately noticed that new forms of "modern culture" necessitated new forms of text, for example, character's lines in a computer game. As stated in the definition, literature has abandoned its printed form in favor of a computer-based code shell. The author also covered the question of progress in genres of electronic literature bounded to the progress in technologies itself. It is illustrated with an expansion of hypertext fiction forms and deeper immersion to interactive fiction. In general, we can conclude that electronic literature is a natural successor of the printed literature.