Electronic Literature Preservation and the NEXT Museum

Electronic Literature Preservation and the NEXT Museum

The landscape of digital art is constantly shifting. Electronic literature—works of creative writing that rely on digital software to exist—faces a unique challenge: software obsolescence. When the programs used to create these works become outdated or unsupported, the art itself risks disappearing forever.

Many seminal pieces of electronic literature were built using tools that are now obsolete, such as HyperCard, Eastgate Systems' StorySpace, Director, ToolBox, and Flash. Without active intervention, these works become inaccessible to modern audiences.

The Role of the NEXT Museum

To combat this digital decay, the NEXT Museum has undertaken the critical task of reviving these works. This process involves migrating original pieces to newer, sustainable systems, effectively re-imagining them for the contemporary era while preserving their artistic intent.

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Re-imagined Works and Migrations

The NEXT Museum has successfully re-created a diverse array of works, ensuring they remain playable and readable. Notable examples of these migrations include:

  • An Mosaic for Convergence by Charles Bernstein (originally published in 1997, re-imagined in 2019)
  • Figurski at Findhorn on Acid by Richard Holeton
  • These Waves of Girls by Caitlin Fisher
  • Uncle Buddy's Phantom Funhouse by John McDaid (re-created in 2021)
  • Victory Garden by Stuart Moulthrop (re-created in 2022)
  • Socrates in the Labyrinth and Caged Texts by David Kolb (re-created in 2022)
  • We Descend by Bill Bly (re-created in 2023)

Preservation Through Metadata

Not every work can be immediately migrated. In cases where full recreation is not yet possible—particularly with complex Shockwave works—the NEXT Museum focuses on metadata. Metadata is the structured information that describes a digital asset, providing a record of the work's existence, characteristics, and context even when the software cannot be run.

Current examples of works preserved via metadata include Jim Andrew's Nio and The Impermanence Agent by Noah Wardrip Fruin et al.

Key Facts

  • Obsolete Software: Key tools that have become outdated include Flash, HyperCard, Director, ToolBox, and StorySpace.
  • Migration Strategy: The NEXT Museum preserves works by migrating them to modern systems.
  • Metadata Backup: When migration is impossible, detailed metadata is used to document the work.
  • Timeline: Re-imagining efforts have spanned from 2019 through 2023.
Summary of Preserved Electronic Literature Works
Author Work Title Preservation Status/Year
Charles Bernstein An Mosaic for Convergence Re-imagined 2019
John McDaid Uncle Buddy's Phantom Funhouse Re-created 2021
Stuart Moulthrop Victory Garden Re-created 2022
David Kolb Socrates in the Labyrinth / Caged Texts Re-created 2022
Bill Bly We Descend Re-created 2023
Jim Andrew Nio Metadata provided
Noah Wardrip Fruin et al. The Impermanence Agent Metadata provided

Frequently Asked Questions

What is electronic literature?

Electronic literature refers to creative works that are born-digital and rely on software to be experienced, often incorporating interactivity and non-linear structures.

Why do these works become inaccessible?

They rely on specific software (like Flash or HyperCard) that eventually becomes obsolete, meaning modern computers and browsers can no longer run the code.

How does the NEXT Museum revive these works?

The museum migrates the works to newer systems, essentially re-creating or re-imagining them so they can function on current technology.

What happens if a work cannot be re-created?

In such cases, the museum provides as much metadata as possible to document the work's properties and history for future researchers and historians.

Which software tools are most commonly cited as obsolete in this context?

Commonly cited obsolete tools include HyperCard, Eastgate Systems' StorySpace, Director, ToolBox, and Flash.

References

  1. "Students create virtual museum of digital literature". WSU. 2021-09-02. Retrieved 2024-02-26.
  2. "WSU Vancouver students create virtual museum of digital literature". Washington State University Vancouver. 2021-06-09. Retrieved 2024-02-26.
  3. "The Electronic Literature Lab". dtc-wsuv.org. Retrieved 2024-05-06.
  4. "Still booting after all these years: The people stuck using ancient Windows computers". www.bbc.com. 2025-05-18. Retrieved 2025-05-26.
  5. "A Tour of ELO's The NEXT | ELMCIP". elmcip.net. Retrieved 2024-02-24.