O’Sullivan, James. Towards a Digital Poetics: Electronic Literature & Literary Games, Palgrave Macmillan, 2019, pp. 11, 12, 25, 104:
“Perhaps e-lit is already dead?” Andrew Gallix once mused (2008). Central to Gallix’s succint and useful account of the field is the idea that electronic literature has been “subsumed into the art world or relegated to the academic margins”, a proposition that I found time to reject the best part of a decade later: in the works of practitioners like Mez Breeze, Andy Campbell, Dan Pinchbeck and his studio, The Chinese Room, we see that electronic literature is finally having its contemporary moment, and that it does have a measure of popular appeal (O’Sullivan 2017) [p.11].
But Gallix has a point, nonetheless, and the great divide has renewed significance [p. 12].
Responding to Andrew Gallix’s challenge that electronic literature sacrifices literary quality . . . [p. 104].
[PS My claim was not that literary quality was being compromised, but that the most interesting examples of digital literature — or so it seemed to me at the time — were morphing into something that was no longer literature at all. This was not a criticism on my part.]