This hyperfiction for teenagers primarily questions language and its possible inefficiency. Set in an imaginary world, the reader follows a young boy who sees an old man brewing something in a cauldron and believes he is in fact a wizardabout to cast a spell. The old man sees him spying and the boy falls from his window, hits his head and loses consciousness. When he wakes up, he can no longer understand what people are saying and, convinced that the villagers were indeed cursed by a powerful sorcerer, he sets out to find the mythical Tower of Jezik and bring language back to his people. Unlike many hypertext fictions, Jezik has a clear storyline, but uses other strategies to resist the reader. Partly inspired by Choose-Your-Own-Adventure books, the authors set out to create a work that could fit in the standards of current publishing while playing with various media and rhetorical devices specific to electronic literature, such as patterns of hyperlinks and text animation.
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