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                <title type="article" xml:lang="en">A Review of <title rend="italic">Manuale di letteratura elettronica</title></title>
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                    <dhq:author_name>Guiseppe <dhq:family>Arena</dhq:family></dhq:author_name>
                    <idno type="ORCID">https://orcid.org/0009-0004-7190-0134</idno>
                    <dhq:affiliation>University of Catania</dhq:affiliation>
                    <email>arenagiuseppe137@gmail.com</email>
                    <dhq:bio><p>Giuseppe Arena is a Research Fellow in Digital Humanities at the University of Catania. His research interests include linked open data, digital philology, ontological modeling, and electronic literature.</p></dhq:bio>
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                <idno type="DHQarticle-id">000863</idno>
                <idno type="DOI">pending</idno>
                <idno type="volume">020</idno>
                <idno type="issue">2</idno>
                <date when="2026-05-10">10 May 2026</date>
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                <p>This review analyzes Fabrizio Venerandi’s <title rend="italic">Manuale di letteratura elettronica</title> (2024), a work that aims to introduce a non-specialist audience to the world of born-digital literature, with a particular focus on text adventures and narrative video games. The volume highlights the centrality of video games as <soCalled>new literature</soCalled> and their ability to redefine the traditional categories of author, reader and text, combining a historical perspective with an eminently practical and educational approach. Through an extensive mapping of works and tools, the manual emphasizes its value as a <foreign xml:lang="fr">catalogue raisonné</foreign> and as an invitation to recognize video games as one of the main contemporary laboratories of electronic literature, raising questions of preservation, authorship, and critical use of digital medium that are central to the Digital Humanities as well.</p>
            </dhq:abstract>
            <dhq:teaser>
                <!-- Include a brief teaser, no more than a phrase or a single sentence -->
                <p>Text adventures, MUDs, and narrative video games as the new frontier of electronic literature: a new review in DHQ examines Fabrizio Venerandi's Manuale di letteratura elettronica and its implications for the Digital Humanities</p>
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                <head/>
                <div>
                    <head>Aim and context</head>
                    <p>Fabrizio Venerandi’s <title rend="italic" xml:lang="it">Manuale di letteratura elettronica</title>
                        <ptr target="#venerandi_2024"/> is available only in e-book format and written entirely in
                        Italian. It aims to introduce the general public to the phenomenon of electronic
                        literature, with a particular focus on text adventures and narrative video
                        games. Its publication by Argolibri is no coincidence: The publishing house,
                        which has been involved for years in organizing a course on electronic
                        literature taught by Venerandi himself, sees this volume − edited by Vittoria
                        Rubini and with an introduction by Roberta Iadevaia − as a systematization of
                        the experiences gained in Venerandi’s educational context. The choice of digital
                        format only, consistent with the author’s editorial line, takes on the value of
                        a political statement that emphasizes the born-digital nature of the e-lit works
                        discussed in the volume. Venerandi’s theoretical position is rooted in the
                        author’s many years of experience in creative practice and workshop teaching.<note>
                            <title rend="italic">The Letteratronica workshop. An online course in
                                electronic literature</title> – organized for three editions from 2020 to
                            2023 by Argo Magazine, linked to Argo’s publishing house Nie Wiem, and
                            taught by Fabrizio Venerandi – has been a meeting point and a source of
                            renewed enthusiasm in Italy for the topics later condensed in this manual,
                            such as textual adventures, hypertext fiction, and storytelling through
                            video games. During the workshop, participants in the various editions
                            experimented firsthand, creating their own electronic and interactive works,
                            which were then published online on the Argo website (<ref
                                target="https://www.argonline.it/category/laboratorio/letteratronica/"
                                >https://www.argonline.it/category/laboratorio/letteratronica/</ref>).</note> Venerandi, in addition to being one of the leading Italian
                        exponents of electronic poetry <ptr target="#venerandi_2016"/>, has co-directed with Maria
                        Cecilia Averame a publishing house specialized in electronic publishing,
                        Quintadicopertina, and has collaborated with Alessandro Uber on the Necromicon project.<note>
                            <ref target="http://www.neonecronomicon.it/"
                                >http://www.neonecronomicon.it/</ref>. The historical significance of
                            this MUD (Multi-User Dungeon) will be discussed in the later section
                            Methodology, structure, and content.</note> The manual is therefore a mature
                        synthesis of prior experiences and explicitly refers to a second volume for a
                        more in-depth study of the genre of electronic poetry.</p>
                    <p>The manual explicitly positions itself in the field of electronic literature,
                        with a focus on Italian experiences. The use of the term <soCalled>electronic</soCalled> may seem
                        secondary to a non-specialist audience, but the choice is absolutely relevant to
                        the affirmation of the genre in Italy.<note> The complexity of such a recent
                            phenomenon is immediately clear from the variety of terms used to describe
                            it, including e-Literature (e-lit), Digital Literature, New Media Writing,
                            and the aforementioned Electronic Literature (or <title rend="italic" xml:lang="it"
                                >Letteratronica</title>). Back in 1992, Savoca used the term <term>electronic
                            poetry</term> when talking about Nanni Balestrini’s experiments in Italy in the
                            1960s, focusing on Italo Calvino’s theoretical work <title rend="italic" xml:lang="it"
                                >Cibernetica e fantasmi</title> <ptr target="#savoca_1992"/>. In 2011, a conference
                            titled <title rend="italic" xml:lang="it">Letteratronica Riviste, editoria e scritture nella
                                rete globale</title> was held at the Vallicelliana Library in Rome. In that
                            context, <soCalled>letteratronica</soCalled> refers to the relationship between writing and
                            digital technology, mainly in the form of online magazines, but actual
                            references to Italian or foreign e-lit works are rare among the
                            contributions, except in the form of a fleeting mention <ptr target="#colusso-palladini_2011"/>. Even the proceedings of the <title rend="italic" xml:lang="it">Officina di Letteratura
                                Elettronica (OLE)</title> conference, held in Naples in January 2011, still
                            use the two adjectives synonymously <ptr target="#masucci-dirosario_2011"/>. The
                            conference was an international event, attended by artists, writers, and
                            critics of e-lit from all over the world. The international nature of the
                            conference highlighted how the debate on the critical terminology to be
                            adopted was still particularly intense. In Italy, the acceptance of the
                            adjective <soCalled>electronic</soCalled> by the general public owes much to the critical work
                            of Roberta Iadevaia, <title rend="italic" xml:lang="it">Per una storia della letteratura
                                elettronica</title> <ptr target="#iadevaia_2021"/>, and Fabrizio Venerandi, who titled his
                            collection of poems <title rend="italic" xml:lang="it">Poesie elettroniche</title> (venerandi
                            2016), thus establishing, both in the critical and authorial spheres, the
                            terminological distinction between digital literature and electronic
                            literature. The public workshops of <title rend="italic" xml:lang="it">Letteratronica</title>,
                            organized by the online magazine Argo, and <title rend="italic" xml:lang="it">LEI –
                                Letteratura Elettronica Italia</title>, the first Italian community
                            entirely dedicated to electronic literature (<ref
                                target="https://www.letteratura-elettronica.it/LEI/"
                                >https://www.letteratura-elettronica.it/LEI/</ref>), completed the
                            process of re-semantization of the term.</note> The volume, in fact,
                        occupies an original position within the tradition of studies on electronic
                        literature, clearly distinguishing itself from the two main contributions in
                        previous volumes dedicated to the Italian context, both of which are very recent
                        for a discipline that has decades of critical and literary history at
                        international level. Iadevaia’s work, written in Italian, offers a systematic
                        reconstruction of the history of electronic literature according to a
                        predominantly diachronic approach <ptr target="#iadevaia_2021"/>. Similarly, Emanuela Patti’s
                        work, written in English, adopts a theoretical framework based on Umberto Eco’s
                        concept of the <soCalled>open work</soCalled> and fits fully into the international academic debate
                        <ptr target="#patti_2022"/>. Venerandi’s approach is different: Following a historical
                        perspective, he does not pursue a strictly academic intent but rather focuses on
                        sharing his personal experience as a video game player, teacher, and
                        non-traditional author.</p>
                    <p>The motivation behind the project is already made clear in Roberta Iadevaia’s
                        <title rend="quotes">Preface,</title> in which she observes that in Italy, critical resources dedicated to
                        e-lit are still limited <ptr target="#venerandi_2024" loc="6"/>. Consequently, the manual does not
                        aspire to be exhaustive or historically comprehensive, but succeeds in offering
                        a reasoned overview of the works, issues, and categories that the author
                        considers most significant, leaving it up to the reader to use the manual's tools to
                        navigate the discipline − and, possibly, to integrate it into other fields. In
                        the author’s view, it is necessary for electronic literature, with its evolution
                        and related methods of interpretation, to move beyond the experimental and
                        strictly academic field and find a wider audience in the new media forms that
                        have been used by the general public for years, namely video games. From this
                        perspective, we can understand the need to clarify some specialist terminology
                        beforehand: Venerandi defines key terms such as <soCalled>reading</soCalled>, <soCalled>reader</soCalled> and <soCalled>new
                        literature</soCalled>, showing how the digital experience requires a rethinking of
                        traditional critical categories <ptr target="#venerandi_2024" loc="22"/>. Such redefinition also
                        allows us to identify the constants of this new language, referring to
                        <title rend="quotes">electronic,</title> <title rend="quotes">non-linear,</title> <title rend="quotes">multimedia,</title> and <title rend="quotes">interactive</title> literature,
                        categories articulated according to the nature of the device, the methods of
                        accessing content, and the degree of intervention required from the reader
                        <ptr target="#venerandi_2024" loc="23"/>.</p>
                    <p>In this context, some central questions emerge: How does digital fiction
                        reformulate the categories of author, reader, and work? To what extent can the
                        narrative form be considered <soCalled>finished</soCalled> if the text is designed to change
                        according to the user’s choices? Then again: Is it possible to think of a
                        unified story if the author no longer controls the narrative path and the
                        fictional world can contain a multiplicity of possible trajectories? The writer,
                        in fact, no longer produces a complete story, but rather a potential reality
                        that the reader manipulates, activating different narrative paths or, in extreme
                        cases, worlds that can exist even without the writer’s presence. In short, we
                        are witnessing the formation of a new digital rhetoric, and awareness of that is
                        essential in order to situate ourselves in a circle of digital
                        creation-interpretation-consumption.</p></div><div>
                    <head>Methodology, structure, and content</head>
                    <p>Structurally, the <title rend="italic" xml:lang="it">Manuale di letteratura elettronica</title> is
                        divided into 55 short chapters, organized according to a logical sequence that
                        systematically alternates case studies and theoretical frameworks, reflecting
                        its stated purpose: to provide aspiring authors and readers of e-lit with
                        practical tools for understanding − and above all, creating − digital fiction.
                        The internal coherence of the volume is guaranteed by a highly pragmatic
                        structure; in fact, the modular format adopted allows for non-linear
                        consultation that reflects the hypertextual and nodal nature of the narrative
                        forms discussed. The manual is also accompanied by a rich iconographic
                        apparatus, consisting mainly of screenshots and photos of game sessions selected
                        by the author, which plays a decisive role not only in terms of illustration but
                        also in terms of methodology: Multimedia is not presented as an accessory but as
                        an essential component of the creation and enjoyment of electronic literature.
                        The absence of a critical bibliography − replaced by a final <title rend="italic"
                            >Ludography</title> that lists the numerous video games discussed in
                        alphabetical order − signals a desire to break away from traditional academic
                        models, a choice consistent with the author’s goal in dissemination.</p>
                    <p>The first part of the manual offers a broad overview of works across genres,
                        eras, and forms of expression, showing how video game language has developed
                        mature narrative forms. Text adventures, which began in Italy with Enrico
                        Colombini’s <title rend="italic" xml:lang="it">Avventura nel Castello</title> (1982), are one of the
                        earliest forms of interactive fiction, in which the progression of the story
                        depends on the input of commands that can be interpreted by the parser. That
                        constraint determines both the need to prepare a repertoire of keywords and
                        possible actions, and the potential variability of the plot, since each
                        environment enables different narrative paths. The redefinition of the narrative
                        space also produces effects of descriptive repetition that are absent from
                        traditional fiction, where linearity makes it unnecessary to repeat contextual
                        information <ptr target="#venerandi_2024" loc="41"/>. From such perspective, the text adventure
                        takes the form of a <soCalled>narrative database</soCalled> queried by the reader through a
                        character who performs the required actions and returns textual feedback
                        <ptr target="#venerandi_2024" loc="42"/>. The author’s analysis integrates a
                        historical-technological reconstruction of the genre with examples of game
                        sessions, showing how the evolution of the human-machine interface has led to
                        increasingly sophisticated parsers, in line with what has already been discussed by Francesco Cordella in <title rend="italic">Flamel</title> (2002). The
                        process promotes a progressive gamification of the computer experience, aiming
                        to make computers accessible even to users without advanced technical skills. At
                        the same time, interactive fiction, having left the commercial market, becomes
                        an underground tool for hybrid practices of authorship and self-publishing, as
                        demonstrated by the international community linked to Emily Short and the Inform
                        language <ptr target="#venerandi_2024" loc="44–46"/>.</p>
                    <p>The Inform tradition is joined by MUDs (Multi-User Dungeons), which introduce a
                        significant deviation from interactive fiction: The narrative no longer depends
                        on the individual reader, as multiple users participate simultaneously in the
                        same textual world <ptr target="#venerandi_2024" loc="91–92"/>. The experience of <title rend="italic"
                            >Necromicon</title>, the first Italian MUD developed by Alessandro Uber and
                        Fabrizio Venerandi himself, shows that the <foreign xml:lang="la">fabula</foreign> is not predefined. In fact,
                        the persistent world, populated by programmed characters, generates autonomous
                        events, variable missions, and collective micro-narratives produced by the
                        actions and dialogues of users. In the MUD model, the roles of author, reader,
                        and player tend to overlap, while the main goal becomes the creation of a
                        narrative community rather than a finished story.</p>
                    <p>Venerandi therefore outlines a non-linear genealogy that proceeds by thematic
                        clusters, using exemplary works to highlight broader methodological issues. Some
                        titles allow one to observe the relationship between interface and temporality:
                        <title rend="italic">Lifeline</title> (2015), which synchronizes the narrative
                        time with real time, or <title rend="italic">The Longing</title> (2019), which
                        radicalizes that principle by imposing a game duration of four hundred days.
                        Other cases illustrate the progressive replacement of the parser with more
                        immediate models, as in graphic adventures derived from textual logic − <title
                            rend="italic">The Gate</title> (2000) is an example − or in retro
                        reinterpretations such as <title rend="italic">Thimbleweed Park</title> (2017), which
                        combines a point-and-click interface with a preselected command structure. A
                        significant part of the discussion also concerns database-oriented forms and
                        hypertext fiction, which are useful for clarifying structural aspects and
                        preservation issues typical of electronic literature: <title rend="italic"
                            >Portal</title> (1986), with its unreliable Homer artificial intelligence, or
                        Colombini’s <title rend="italic">Locusta Temporis</title> (2010), created in EPUB2
                        using the M.E.D.U.S.A. system, which shows how interaction with the text itself
                        can become the driving force behind narrative progression. Similarly, works such
                        as <title rend="italic">Today I Die</title> (2008), an electronic poem in Flash, raise
                        crucial issues in Digital Humanities such as preservation, format obsolescence,
                        and code accessibility.</p>
                    <p>Starting from the above roots, the resulting path of electronic literature
                        highlights the maturation of video game language towards hybrid forms that
                        combine symbolism, aesthetics, and game mechanics. Titles such as <title
                            rend="italic">Limbo</title> (2010), <title rend="italic">Gris</title> (2018), and <title
                                rend="italic">Life Is Strange</title> (2015) show an increasingly conscious use
                        of the medium to address complex issues such as depression, isolation, grief,
                        bullying, and adolescence, while <title rend="italic">Riot</title> (2017), <title
                            rend="italic">Papers, Please</title> (2013), and <title rend="italic">This War of
                                Mine</title> (2014) translate ethical and political choices into actual
                        narrative acts.<note>
                            <title rend="italic">This War of Mine</title>, developed by Polish studio 11 bit
                            studios and released in 2014, allows players to experience firsthand the
                            ethical dilemmas of survival in a city under attack. It has been included by
                            the Polish government among the materials intended for school education (<ref target="https://www.gov.pl/web/grywedukacji/this-war-of-mine"
                                >https://www.gov.pl/web/grywedukacji/this-war-of-mine</ref>).</note>
                        Finally, the volume’s journey finds its mature expressive outlet in works such
                        as <title rend="italic">Kentucky Route Zero</title> (2013–2020) and <title rend="italic"
                            >Disco Elysium</title> (2019), where text, interaction, sound, and
                        meta-narrative devices converge in narrative forms that are fully aware of the
                        medium’s literary potential. From an overall perspective, the value of
                        Venerandi’s contribution lies not in a simple overview of titles, but in his
                        ability to interrelate different phenomena to show the continuity,
                        transformations, and derivations of interactive language from its textual
                        origins to the most recent experiments.</p>
                    <p>The second part of the manual is more practical and highlights the central role
                        of coding in e-lit production, emphasizing both the risks of obsolescence in the
                        use of tools such as Twine and the need to master basic languages such as HTML
                        to guarantee the author’s autonomy. In discussing creative production tools,
                        Venerandi distinguishes between the use of general-purpose languages − Python,
                        Java, C, HTML − and specialized authoring environments, such as Inform for
                        interactive fiction and Twine for hypertext fiction <ptr target="#venerandi_2024" loc="287"/>. The
                        design of an interactive work requires the preparation of variables, verbs, and
                        logical conditions that anticipate the reader’s actions, constructing a network
                        of narrative atoms that the player helps to actualize. In that context, recent
                        applications of artificial intelligence for the generation of ramified
                        narratives, such as Latitude’s AI Dungeon, are particularly significant. The
                        formal choices − second person, historical present, multiple-choice, map, or
                        multi-fable structures − bring interactive fiction closer to the logic of video
                        games, while visual novels find an advanced Python-based framework in Ren'Py. In
                        the chapter <title rend="quotes" xml:lang="it">I luoghi della letteratura elettronica</title> (The places of electronic
                        literature) dedicated to institutional geography, the author acknowledges the
                        role of the Electronic Literature Organization in confronting technological
                        obsolescence through preservation strategies, while noting that its production
                        is often oriented toward and by academia <ptr target="#venerandi_2024" loc="309–311"/>. The manual
                        therefore focuses on narrative video games from the last decade, considered part
                        of a parallel and fully legitimate tradition of electronic literature. Venerandi
                        concludes by defining the volume as a handwritten cookbook, reflecting a field
                        in constant transformation, in what the author calls a form of digital
                        naturalism, where the writer is a programmer of environments, actions, and
                        identities, an approach that aims to emancipate video games from mere entertainment and
                        recognize them as a new art form of the millennium <ptr target="#venerandi_2024" loc="312"/>.</p>
                </div>
                <div>
                    <head>Conclusion</head>
                    <p>Venerandi’s <title rend="italic" xml:lang="it">Manuale di letteratura elettronica</title> adopts a
                        conversational and accessible style: The language is clear, tailored to the
                        non-specialist reader and free of unnecessary technicalities, while the
                        first-person narrative gives the text an experiential touch that reflects the
                        very nature of electronic literature, which is constituted by the interaction
                        between the subjectivity of those who produce it and those who consume it. </p>
                    <p>From a critical point of view, one of the main strengths of the manual lies
                        precisely in its modular and hypertextual style of presentation. Venerandi
                        manages, almost paradoxically, to create electronic literature while describing
                        it: His approach makes it particularly effective for a young audience, less
                        aware of the history of computing and video games, but sensitive to the forms of
                        multimodal narration that characterize contemporary life. However, some
                        limitations emerge, especially when considering the potential dialogue with the
                        academic community: The section dedicated to institutional sites of e-lit, such
                        as the Electronic Literature Organization, is concise, while citations are rare,
                        more illustrative than scientific, and not accompanied by a final bibliography,
                        the absence of which reduces the possibility of integration within a specialist
                        audience, though this was not among the author's stated aims.
                        Nevertheless, the significance of the volume remains valuable as a catalog of
                        works, rather than as a theoretical manual, and as an explicit invitation to
                        <soCalled>play</soCalled> with literature before analyzing it.</p>
                    <p>In conclusion, it is clear that the experiences, tools, and narrative strategies
                        of video games offer valuable resources for education, while also engaging in
                        constant dialogue with issues that Digital Humanities have been exploring for
                        decades, such as reflection on the digital medium, archiving and preservation
                        problems, and text modeling. This review therefore aims to draw the attention of
                        the DH community, both academic and non-academic, toward the need to recognize
                        video games as one of the main laboratories of new electronic literature and a
                        strategic means for the dissemination of digital culture.</p>
                </div>
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        <back>
            <listBibl>
                <bibl xml:id="colusso-palladini_2011" label="Colusso and Palladini 2011">Colusso, T. &amp; Palladini, M. (eds.) (2011) <title rend="italic" xml:lang="it">Atti del Convegno LETTERATRONICA. Riviste, editoria e scritture nella rete globale, Biblioteca Vallicelliana di Roma, 9 marzo 2011</title>. Roma: Biblioteca Vallicelliana.</bibl>
                <bibl xml:id="iadevaia_2021" label="Iadevaia 2021">Iadevaia, R. (2021) <title rend="italic">Per una Storia della Letteratura Elettronica</title>. Sesto San Giovanni: Mimesis Edizioni.</bibl>
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