While analog media pivot on linearity emphasizing the law of causality, digital media are based on the hypertextual characteristics. Unlike the characteristics of the existing printed media, hypertextual digital media are characterized by non-linearity and the strengthened interactivity resulting from the extension of the readers’ activity area. This paper analyzes the poetic works handling verse materials such as a personal computer, Internet, or computer games, and examines different poetic aspects related to the selection and use of contents in these works. The reasons for analysis are that these works develop on cyberspace, Inter-Space, or Hyper-Space unlike the existing literary texts and show the divisions of points of time in terms of poetic subjects. Interestingly, divided subjects commute between a physical space and a cyberspace, and are represented as cybertic body images in a real physical space. In particular, computer games are the texts that have the limitless possibility of transformation and interactivity, and they show the divisions of poetic subjects such as a player’s point of time or a character’s point of time. These divisions imply a peculiarity different from the texts of the existing printed media. In other words, the change in the poetic paradigm can be analyzed through the media receptiveness and recognition according to what contents to be approached. The existing way of interpreting literature is not easy to completely extract the media characteristics such as non-linearity and interactivity shown in the works of contemporary poetry receiving media. Therefore, by broadening the existing analytic framework for interpreting literature and detecting the experiences and characteristics of digital media, it is required to study on the expanded poetic denotation and individuality of contemporary poetry released since the 1990’s. The paper examines the media receptiveness and the aspects of the poetic paradigm focusing on the poetic works that Ha Jae Bong, Choi Young Mi, Lee Won, Kim Young San, Yeo Jung, Bae Yong Jae have released since the 1990’s. The reasons for analysis are that these works deal with the digital media such as a personal computer, Internet (i.e. Web site), or computer games and have individual characteristics different from those of the existing poetry in terms of the aspects of receptiveness arising from the media experience.