Ergodic Literature
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Ergodic literature is a term coined by
Espen J. Aarseth Espen J. Aarseth (born 1965) is a Norwegian academic specializing in the fields of video game studies and electronic literature. Aarseth completed his doctorate at the University of Bergen. He co-founded the Department of Humanistic Informatics a ...
in his 1997 book ''Cybertext—Perspectives on Ergodic Literature'' to describe literature in which nontrivial effort is required for the reader to traverse the text. The term is derived from the
Greek Greek may refer to: Anything of, from, or related to Greece, a country in Southern Europe: *Greeks, an ethnic group *Greek language, a branch of the Indo-European language family **Proto-Greek language, the assumed last common ancestor of all kno ...
words ''ergon'', meaning "work", and ''hodos'', meaning "path". It is associated with the concept of
cybertext Cybertext as defined by Espen Aarseth in 1997 is a type of ergodic literature where the user traverses the text by doing nontrivial work. Definition Cybertexts are pieces of literature where the medium matters. Each user obtains a different out ...
and describes a cybertextual process that includes a semiotic sequence that the concepts of "reading" do not account for.


Concept

Aarseth's book contains the most commonly cited definition of ergodic literature:
In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages.
In addition to the above definition, Aarseth explained ergodic literature as two-fold: a normal text and a machine capable of producing several manifestations of a text. One of the major innovations of the concept of ergodic literature is that it is not medium-specific so long as the medium has the ability to produce an iteration of the text. New media researchers have tended to focus on the medium of the text, stressing that it is for instance paper-based or electronic. Aarseth broke with this basic assumption that the medium was the most important distinction, and argued that the mechanics of texts need not be medium-specific. Ergodic literature is not defined by medium, but by the way in which the text functions. Thus, both paper-based and electronic texts can be ergodic: "The ergodic work of
art Art is a diverse range of cultural activity centered around ''works'' utilizing creative or imaginative talents, which are expected to evoke a worthwhile experience, generally through an expression of emotional power, conceptual ideas, tec ...
is one that in a material sense includes the rules for its own use, a work that has certain requirements built in that automatically distinguishes between successful and unsuccessful users."


Cybertext

Cybertext Cybertext as defined by Espen Aarseth in 1997 is a type of ergodic literature where the user traverses the text by doing nontrivial work. Definition Cybertexts are pieces of literature where the medium matters. Each user obtains a different out ...
is a subcategory of ergodic literature that Aarseth defines as "texts that involve calculation in their production of scriptons". The process of reading printed matter, in contrast, involves "trivial" extranoematic effort, that is, merely moving one's eyes along lines of text and turning pages. Thus,
hypertext fiction Hypertext fiction is a genre of electronic literature characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to ...
of the simple node and link variety is ergodic literature but not cybertext. A non-trivial effort is required for the reader to traverse the text, as the reader must constantly select which link to follow, but a link, when clicked, will always lead to the same node. A chat bot such as
ELIZA ELIZA is an early natural language processing computer program developed from 1964 to 1967 at MIT by Joseph Weizenbaum. Created to explore communication between humans and machines, ELIZA simulated conversation by using a pattern matching and ...
is a cybertext because when the reader types in a sentence, the text-machine actually performs calculations on the fly that generate a textual response. The
I Ching The ''I Ching'' or ''Yijing'' ( ), usually translated ''Book of Changes'' or ''Classic of Changes'', is an ancient Chinese divination text that is among the oldest of the Chinese classics. The ''I Ching'' was originally a divination manual in ...
is likewise cited as an example of cybertext because it contains the rules for its own reading. The reader carries out the calculation but the rules are clearly embedded in the text itself. It has been argued that these distinctions are not entirely clear and scholars still debate the fine points of the definitions. The concepts of cybertext and ergodic literature were of seminal importance to new media studies, in particular literary approaches to digital texts and to game studies.


Examples

Examples given by Aarseth include a diverse group of texts. All these examples require non-trivial effort from the reader, who must participate actively in the construction of the text.


See also

* Aleatoric art *
Cybertext Cybertext as defined by Espen Aarseth in 1997 is a type of ergodic literature where the user traverses the text by doing nontrivial work. Definition Cybertexts are pieces of literature where the medium matters. Each user obtains a different out ...
*
Digital poetry Digital poetry is a form of electronic literature, displaying a wide range of approaches to poetry, with a prominent and crucial use of computers. Digital poetry can be available in form of CD-ROM, DVD, as installations in art galleries, in certain ...
*
Electronic literature Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or Generative literature, algorithmic text generation are used aesthetically. Works of electronic literature ar ...
* ''
Fighting Fantasy ''Fighting Fantasy'' is a series of single-player role-playing gamebooks created by Steve Jackson and Ian Livingstone. The first volume in the series was published in paperback by Puffin in 1982. The series distinguished itself by mixing Choo ...
'' *
Interactive fiction Interactive fiction (IF) is software simulating environments in which players use text Command (computing), commands to control Player character, characters and influence the environment. Works in this form can be understood as literary narrati ...
*
Rhizome In botany and dendrology, a rhizome ( ) is a modified subterranean plant stem that sends out roots and Shoot (botany), shoots from its Node (botany), nodes. Rhizomes are also called creeping rootstalks or just rootstalks. Rhizomes develop from ...


References

{{reflist Reading (process) Concepts in electronic literature Literary genres