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Electronic literature is a literary genre consisting of works of literature that originate within digital environments.
N. Katherine Hayles discusses the topic in the online article Electronic Literature: What Is It. She argues in her 2008 text Electronic Literature that, "electronic literature, generally considered to exclude print literature that has been digitized, is by contrast 'digital born,' and (usually) meant to be read on a computer." Hayles also cites the definition offered by the Electronic Literature Organization (ELO) as, "work with an important literary aspect that takes advantage of the capabilities and contexts provided by the stand-alone or networked computer."

On its official website, the ELO offers this additional definition of electronic literature as consisting of works which are:

- Hypertext fiction and poetry, on and off the Web
- Kinetic poetry presented in Flash and using other platforms
- Computer art installations which ask viewers to read them or otherwise have literary aspects
- Conversational characters, also known as chatterbots
- Interactive fiction
- Novels that take the form of emails, SMS messages, or blogs
- Poems and stories that are generated by computers, either interactively or based on parameters given at the beginning
- Collaborative writing projects that allow readers to contribute to the text of a work

- Literary performances online that develop new ways of writing.
Electronic literature, according to Hayles, becomes unplayable after a decade or less due to the "fluid nature of media." Therefore, electronic literature risks losing the opportunity to build the "traditions associated with print literature."

Several organizations are dedicated to preserving works of electronic literature, including the Digital Preservation Coalition.
There are a number of notable authors, critics, and works associated with electronic literature.