Engaging with Media in a Non-Linear Way: The Importance of Ergodic Reading and Arseth’s Cybertext

Arseth’s “Cybertext: Perspectives on Ergodic Literature” is a seminal work in the field of digital literature and interactive narrative. In this book, Arseth introduces the concept of “ergodic literature,” which he defines as literature that requires “non-trivial effort to traverse the text.” This effort may involve the reader interacting with the text in some way, such as through clicking on hyperlinks or making choices that affect the narrative.

Arseth’s analysis of ergodic literature is both insightful and provocative. He argues that traditional literary criticism is ill-equipped to deal with the unique challenges presented by interactive narratives, and proposes a new framework for analyzing these texts. This framework emphasizes the importance of reader agency and the ways in which the reader’s choices shape the narrative.

One of the key takeaways from Arseth’s work is the importance of engaging with ergodic literature in a thoughtful and considerate manner. As a modern consumer of digital media, it is important to approach interactive narratives with a critical eye, and to be aware of the ways in which our choices as readers can influence the narrative.

To use ergodic reading as a considerate and thoughtful modern consumer, it is important to approach interactive narratives with an open mind and a willingness to engage with the text in a non-linear way. This may involve exploring different pathways through the narrative, making choices that challenge our assumptions, and being aware of the ways in which our choices can influence the overall trajectory of the story.

Additionally, it is important to be aware of the potential pitfalls of ergodic reading. For example, it can be easy to get lost in the intricacies of the narrative and lose sight of the broader themes and messages of the work. It is important to maintain a critical distance and to be aware of the ways in which the text is manipulating our emotions and perceptions.

Overall, Arseth’s “Cybertext” is a thought-provoking and challenging work that offers a new perspective on the possibilities of digital literature. As modern consumers of media, it is important to engage with these texts in a thoughtful and considerate manner, and to be aware of the ways in which our choices as readers can influence the narrative.

An example of “ergodic reading” when playing a historical game like pentiment

Pentiment is a historical game that allows players to explore the creative process of Renaissance painters. The game presents a narrative that is non-linear and allows players to make choices that affect the outcome of the story. In order to engage in ergodic reading when playing Pentiment, players must be willing to interact with the text in a non-trivial way, exploring different pathways through the narrative and making choices that challenge their assumptions.

For example, a player might choose to take a different approach to a painting than the historical painter did. They might experiment with different colors or compositions, or choose to include elements that the original artist left out. By making these choices, the player is actively engaging with the narrative and shaping the outcome of the story.

In addition, the game provides historical context and background information about the paintings and the artists who created them. Ergodic reading in this context means that players need to be willing to engage with this information, making connections between the historical context and the choices they are making in the game. By doing so, players can gain a deeper understanding of the creative process of Renaissance painters and the historical context in which they worked.

Overall, playing Pentiment requires an active and engaged approach to reading the narrative. Players must be willing to explore different pathways through the story, make choices that challenge their assumptions, and engage with historical context in order to fully appreciate the experience of playing the game.

Using Ergodic Reading to play a video game like pentiment, or watch a series like Supernatural

To use ergodic reading when playing a video game like Pentiment or watching a series like Supernatural, it is important to approach the narrative with an open mind and a willingness to engage with the story in a non-linear way.

For example, when playing Pentiment, the player might choose to approach the paintings in a different order than they are presented. They might explore the paintings that were not created by the historical painter or choose to interact with elements of the paintings that are not immediately obvious. By making these choices, the player is actively engaging with the narrative and shaping the outcome of the story.

Similarly, when watching a series like Supernatural, the viewer might choose to focus on different characters or storylines than the ones that are presented most prominently. They might choose to analyze the themes and motifs that underlie the series, or consider the ways in which the series reflects broader cultural trends or historical events.

Ergodic reading when engaging with a video game or series means being willing to approach the narrative in a non-linear way, and to actively engage with the choices and decisions that shape the outcome of the story. This may involve exploring different pathways through the narrative, making choices that challenge our assumptions, and being aware of the ways in which our choices can influence the overall trajectory of the story.

In the case of Supernatural, with its enormous following of 18.8 billion viewers in 2022, ergodic reading could also involve engaging with the series as a cultural phenomenon. This might involve analyzing the ways in which the series reflects broader cultural trends or examining the ways in which the series has been received by different audiences. By doing so, viewers can gain a deeper understanding of the ways in which popular media shapes our understanding of the world around us

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