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  1. Sep 2024
    1. 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" (as geneticists call adaptive mutations) composed of parts taken from diverse traditions that may not always fit neatly together. Hybrid by nature, it comprises a trading zone (as Peter Galison calls it in a different context) in which different vocabularies, expertises and expectations come together to see what might come from their intercourse. (Note 2) Electronic literature tests the boundaries of the literary and challenges us to re-think our assumptions of what literature can do and be. 2 Genres of Electronic Literature

      Electronic literature represents a unique category of digital-born works that are fundamentally created and intended for digital environments. The definition established by the Electronic Literature Organization, led by Noah Wardrip-Fruin, highlights the significance of both digital and computer-generated works. This approach invites us to consider the specific capabilities of computers that enhance literary expression. The tautological nature of the definition reflects the deep-rooted expectations readers bring from traditional print literature. As electronic literature emerges after centuries of print, it must navigate and build upon these established conventions.