Cybertext: Perspectives on Ergodic Literature

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JHU Press, Sep 11, 1997 - Language Arts & Disciplines - 203 pages

From computer games to hypertext fiction, Aarseth explores the aesthetics and textual dynamics of digital 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?

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 Ching or 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.


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LibraryThing Review

User Review  - Braden_Timss - LibraryThing

Felt like I could learn a lot from this book's pragmatic, methodological approach to deciding what questions to ask. Aarseth presents the work here with the authority of someone who has truly poured ... Read full review

LibraryThing Review

User Review  - breadhat - LibraryThing

A little bit dry, a little bit dated, and I wish it covered a broader range of material. It is, however, rich in meaningful theoretical content; recommended to anyone interested in video games from a literary/semiotic standpoint. Read full review


The Book and the Labyrinth 1Some Examples
Two Paradigms and Perspectives
Problems in Computer Semiotics 24Textuality
A Typology of Textual Communication
The Typology 62The Texts 65Analysis
Trive Intrigue and Discourse in the Adventure Game
Criticism 106Intrigue Intrigant Intriguee 111The
Intrigue and Discourse 124The End of Story?
Problems of Automated Poetics
Multiuser Discourse
Literature in the MUD? 142A Historical Perspective
The Ideology of Influence
References 185Index

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About the author (1997)

Espen J. Aarseth is associate professor in the Department of Humanistic Informatics, University of Bergen, Norway.

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