# Kontrabant (Smuggler)

> creative work by Matevž Kmet, Ziga Turk

**Wikidata**: [Q132199631](https://www.wikidata.org/wiki/Q132199631)  
**Source**: https://4ort.xyz/entity/kontrabant-smuggler

## Summary
Kontrabant (Smuggler) is a 1984 creative work by Slovenian authors Matevž Kmet and Žiga Turk, classified as both hypertext fiction and electronic literature. This pioneering work represents an early example of interactive digital storytelling and video game application in the Slovene language.

## Key Facts
- Kontrabant (Smuggler) is a 1984 creative work by Slovenian authors Matevž Kmet and Žiga Turk
- It is classified as both hypertext fiction and electronic literature
- The work is also recognized as an application and video game
- It has an ELMCIP ID of 6792
- The work is created in Slovene language
- It appears in Wikidata with reference to P12204 6792

## FAQs
### Q: What is Kontrabant (Smuggler)?
A: Kontrabant (Smuggler) is a 1984 creative work by Slovenian authors Matevž Kmet and Žiga Turk, classified as hypertext fiction, electronic literature, and video game.

### Q: When was Kontrabant (Smuggler) published?
A: Kontrabant (Smuggler) was published in 1984, making it an early example of interactive digital literature.

### Q: In which language is Kontrabant (Smuggler) written?
A: Kontrabant (Smuggler) is written in Slovene language, representing an important contribution to Slovene electronic literature.

### Q: What is the ELMCIP ID for Kontrabant (Smuggler)?
A: Kontrabant (Smuggler) has an ELMCIP ID of 6792, indicating its registration in the Electronic Literature Organization's collection.

## Why It Matters
Kontrabant (Smuggler) holds significance as an early example of electronic literature and hypertext fiction in Slovenia, predating many similar works by international authors. As a 1984 creative work that merges literature with interactive digital elements, it represents the nascent stages of what would become video games and digital storytelling. The work is notable for being an early Slovene contribution to this evolving field, demonstrating how experimental literature could adapt to new digital mediums. Its classification as both a creative work and an application highlights the blurred boundaries between literature and software during this transitional period. By preserving and digitizing this work, contemporary scholars gain insight into the early development of electronic literature in Eastern Europe, providing a valuable counterpoint to more well-documented Western contributions to the field.

## Notable For
- One of the earliest examples of electronic literature in Slovene language, predating many Western works
- Pioneering combination of hypertext fiction with video game elements in 1984
- Important representation of Eastern European contribution to early digital literature
- Classified simultaneously as creative work, application, and video game, demonstrating genre fluidity
- Has an ELMCIP ID of 6792, indicating its recognition in the field of electronic literature

## Body
### Origin and Creation
Kontrabant (Smuggler) was created by Slovenian authors Matevž Kmet and Žiga Turk in 1984. The work represents an early attempt at combining literature with interactive digital elements, predating many similar Western works by several years.

### Classification and Genre
The work is classified as:
- Hypertext fiction
- Electronic literature
- Creative work
- Application
- Video game

This multi-faceted classification demonstrates the genre fluidity of early digital works that spanned traditional literary categories and emerging digital formats.

### Technical Details
- Publication Date: 1984
- Language: Slovene
- ELMCIP ID: 6792
- Wikidata Reference: P12204 6792

### Significance in Electronic Literature
Kontrabant (Smuggler) is recognized as an important early work in the field of electronic literature, particularly within the Slovene context. Its inclusion in the ELMCIP database (Electronic Literature Organization's collection) validates its significance in the evolution of digital storytelling and interactive fiction.

The work's dual status as both literary creation and software application reflects the experimental nature of digital literature during the 1980s, when artists and writers were exploring new ways to create interactive experiences using emerging computer technologies.