Lily Poljacik Week 1: What is E-Lit
While reading "Electronic Literature: What is it?" by N. Katherine Hayles, one point that stood out to me was how digital literature requires a delicate balance of traditional literature structure, with a twist of new-age media integration. When people are reading online text, there has to be a foundation of writing principles that align with all literature styles, “knowledge of letter forms, print conventions, and print literary modes” (Hayles). With this, digital literature cannot be identical to printed press, it has to incorporate engaging aspects that make it “digital born” and not simply published online. Graphics, videos, alternating text lengths, and even video games have altered the audiences expectations for what digital literature includes. Streaming services such as TikTok and Instagram have also affected the audience's attention spans for what they may find engaging enough to read. Without interactive graphics or animations, a reader may be more inclined to skip past a reading. To summarize these ideas, Hayles says “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.” To be engaging and informative is a delicate balance, but finding the in between can result in an incredibly effective piece.
I decided to look into the concept of whether video games are considered digital literature and whether or not they are effective tools for engagement. I choose to examine a study done at Indiana University, reading the report’s first chapter and conclusion. The report was entitled Reading the Game: Exploring Narratives in Video Games as Literary Texts by Andrew C Turley. The study examined educators who use educationally based engagement programs, virtual realities or video games, to help a variety of topics. Although I only read the first chapter and the conclusion, the study argued that video games can absolutely be a form of digital literature, and that utilizing them in the classroom is an effective way of motivating low-performing students, as well as preventing burnout in all levels of students. As for our course, this information is very valuable in understanding how the integration of games within a piece of literature, or as a way to relay a story, can keep a reader engaged while not disrupting the balance of traditional literature values and modern additions.
I love this example! Video games have always been a strong medium for telling stories, where the visuals and gameplay immerse the player in the world. I think they are brushed aside all too often as true works of literature, but they deserve their mentions.
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