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The study of narrative-the object of the rapidly growing discipline
of narratology-has been traditionally concerned with the fictional
narratives of literature, such as novels or short stories. But
narrative is a transdisciplinary and transmedial concept whose
manifestations encompass both the fictional and the factual. In
this volume, which provides a companion piece to Tobias Klauk and
Tilmann Koeppe's Fiktionalitat: Ein interdisziplinares Handbuch,
the use of narrative to convey true and reliable information is
systematically explored across media, cultures and disciplines, as
well as in its narratological, stylistic, philosophical, and
rhetorical dimensions. At a time when the notion of truth has come
under attack, it is imperative to reaffirm the commitment to facts
of certain types of narrative, and to examine critically the
foundations of this commitment. But because it takes a background
for a figure to emerge clearly, this book will also explore
nonfactual types of narratives, thereby providing insights into the
nature of narrative fiction that could not be reached from the
narrowly literary perspective of early narratology.
The 'narrative turn' in the humanities, which expanded the study of
narrative to various disciplines, has found a correlate in the
'medial turn' in narratology. Long restricted to language-based
literary fiction, narratology has found new life in the recognition
that storytelling can take place in a variety of media, and often
combines signs belonging to different semiotic categories: visual,
auditory, linguistic and perhaps even tactile. The essays gathered
in this volume apply the newly gained awareness of the expressive
power of media to particular texts, demonstrating the productivity
of a medium-aware analysis. Through the examination of a wide
variety of different media, ranging from widely studied, such as
literature and film, to new, neglected, or non-standard ones, such
as graphic novels, photography, television, musicals, computer
games and advertising, they address some of the most fundamental
questions raised by the medial turn in narratology: how can
narrative meaning be created in media other than language; how do
different types of signs collaborate with each other in so-called
'multi-modal works', and what new forms of narrativity are made
possible by the emergence of digital media.
"Computing Action" takes a new approach to the phenomenon of
narrated action in literary texts. It begins with a survey of
philosophical approaches to the concept of action, ranging from
analytical to transcendental and finally constructivist
definitions. This leads to the formulation of a new model of
action, in which the core definitions developed in traditional
structuralist narratology and Greimassian semiotics are
reconceptualised in the light of constructivist theories. In the
second part of the study, the combinatory model of action proposed
is put into practice in the context of a computer-aided
investigation of the action constructs logically implied by
narrative texts. Two specialised literary computing tools were
developed for the purposes of this investigation of textual data:
EVENTPARSER, an interactive tool for parsing events in literary
texts, and EPITEST, a tool for subjecting the mark-up files thus
produced to a combinatory analysis of the episode and action
constructs they contain. The third part of the book presents a case
study of Goethe's "Unterhaltungen deutscher Ausgewanderten". Here,
the practical application of theory and methodology eventually
leads to a new interpretation of Goethe's famous Novellenzyklus as
a systematic experiment in the narrative construction of action -
an experiment intended to demonstrate not only Goethe's aesthetic
principles, but also, and more fundamentally, his epistemological
convictions.
The past several decades have seen an explosion of interest in
narrative, with this multifaceted object of inquiry becoming a
central concern in a wide range of disciplinary fields and research
contexts. As accounts of what happened to particular people in
particular circumstances and with specific consequences, stories
have come to be viewed as a basic human strategy for coming to
terms with time, process, and change. However, the very
predominance of narrative as a focus of interest across multiple
disciplines makes it imperative for scholars, teachers, and
students to have access to a comprehensive reference resource.
The past several decades have seen an explosion of interest in
narrative, with this multifaceted object of inquiry becoming a
central concern in a wide range of disciplinary fields and research
contexts. As accounts of what happened to particular people in
particular circumstances and with specific consequences, stories
have come to be viewed as a basic human strategy for coming to
terms with time, process, and change.
However, the very predominance of narrative as a focus of interest
across multiple disciplines makes it imperative for scholars,
teachers, and students to have access to a comprehensive reference
resource.
The study of what is collectively labeled "New Media" - the
cultural and artistic practices made possible by digital technology
- has become one of the most vibrant areas of scholarly activity
and is rapidly turning into an established academic field, with
many universities now offering it as a major. The Johns Hopkins
Guide to Digital Media is the first comprehensive reference work to
which teachers, students, and the curious can quickly turn for
reliable information on the key terms and concepts of the field.
The contributors present entries on nearly 150 ideas, genres, and
theoretical concepts that have allowed digital media to produce
some of the most innovative intellectual, artistic, and social
practices of our time. The result is an easy-to-consult reference
for digital media scholars or anyone wishing to become familiar
with this fast-developing field.
Is there a significant difference between engagement with a game
and engagement with a movie or novel? Can interactivity contribute
to immersion, or is there a trade-off between the immersive "world"
aspect of texts and their interactive "game" dimension? As
Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2,
the questions raised by the new interactive technologies have their
precursors and echoes in pre-electronic literary and artistic
traditions. Approaching the idea of virtual reality as a metaphor
for total art, Ryan applies the concepts of immersion and
interactivity to develop a phenomenology of narrative experience
that encompasses reading, watching, and playing. The book weighs
traditional literary narratives against the new textual genres made
possible by the electronic revolution of the past thirty years,
including hypertext, electronic poetry, interactive drama, digital
installation art, computer games, and multi-user online worlds like
Second Life and World of Warcraft. In this completely revised
edition, Ryan reflects on the developments that have taken place
over the past fifteen years in terms of both theory and practice
and focuses on the increase of narrativity in video games and its
corresponding loss in experimental digital literature. Following
the cognitive approaches that have rehabilitated immersion as the
product of fundamental processes of world-construction and mental
simulation, she details the many forms that interactivity has
taken-or hopes to take-in digital texts, from determining the
presentation of signs to affecting the level of story.
Narratology has been conceived from its earliest days as a project
that transcends disciplines and media. The essays gathered here
address the question of how narrative migrates, mutates, and
creates meaning as it is expressed across various media.
Dividing the inquiry into five areas: face-to-face narrative,
still pictures, moving pictures, music, and digital media,
"Narrative across Media" investigates how the intrinsic properties
of the supporting medium shape the form of narrative and affect the
narrative experience. Unlike other interdisciplinary approaches to
narrative studies, all of which have tended to concentrate on
narrative across language-supported fields, this unique collection
provides a much-needed analysis of how narrative operates when
expressed through visual, gestural, electronic, and musical means.
In doing so, the collection redefines the act of storytelling.
Although the fields of media and narrative studies have been
invigorated by a variety of theoretical approaches, this volume
seeks to avoid a dominant theoretical bias by providing instead a
collection of concrete studies that inspire a direct look at texts
rather than relying on a particular theory of interpretation. A
contribution to both narrative and media studies, "Narrative across
Media" is the first attempt to bridge the two disciplines.
The study of what is collectively labeled "New Media" - the
cultural and artistic practices made possible by digital technology
- has become one of the most vibrant areas of scholarly activity
and is rapidly turning into an established academic field, with
many universities now offering it as a major. The Johns Hopkins
Guide to Digital Media is the first comprehensive reference work to
which teachers, students, and the curious can quickly turn for
reliable information on the key terms and concepts of the field.
The contributors present entries on nearly 150 ideas, genres, and
theoretical concepts that have allowed digital media to produce
some of the most innovative intellectual, artistic, and social
practices of our time. The result is an easy-to-consult reference
for digital media scholars or anyone wishing to become familiar
with this fast-developing field.
In this important contribution to narrative theory, Marie-Laure
Ryan applies insights from artificial intelligence and the theory
of possible worlds to the study of narrative and fiction. For Ryan,
the theory of possible worlds provides a more nuanced way of
discussing the commonplace notion of a fictional "world," while
artificial intelligence contributes to narratology and the theory
of fiction directly via its researches into the congnitive
processes of texts and automatic story generation. Although Ryan
applies exotic theories to the study of narrative and to fiction,
her book maintains a solid basis in literary theory and makes the
formal models developed by AI researchers accessible to the student
of literature. By combining the philosophical background of
possible world theory with models inspired by AI, the book fulfills
a pressing need in narratology for new paradigms and an
interdisciplinary perspective.
The notion of possible worlds has played a decisive role in
postclassical narratology by awakening interest in the nature of
fictionality and in emphasizing the notion of world as a source of
aesthetic experience in narrative texts. As a theory concerned with
the opposition between the actual world that we belong to and
possible worlds created by the imagination, possible worlds theory
has made significant contributions to narratology. Possible Worlds
Theory and Contemporary Narratology updates the field of possible
worlds theory and postclassical narratology by developing this
theoretical framework further and applying it to a range of
contemporary literary narratives. This volume systematically
outlines the theoretical underpinnings of the possible worlds
approach, provides updated methods for analyzing fictional
narrative, and profiles those methods via the analysis of a range
of different texts, including contemporary fiction, digital
fiction, video games, graphic novels, historical narratives, and
dramatic texts. Through the variety of its contributions, including
those by three originators of the subject area—LubomÃr Doležel,
Thomas Pavel, and Marie-Laure Ryan—Possible Worlds Theory and
Contemporary Narratology demonstrates the vitality and versatility
of one of the most vibrant strands of contemporary narrative
theory. Â
Since its inception, narratology has developed primarily as an
investigation of literary narrative fiction. Linguists,
folklorists, psychologists, and sociologists have expanded the
inquiry toward oral storytelling, but narratology remains primarily
concerned with language-supported stories. In" Avatars of Story,
"Marie-Laure Ryan moves beyond literary works to examine other
media, especially electronic narrative forms. By grappling with
semiotic media other than language and technology other than print,
she reveals how story, a form of meaning that transcends cultures
and media, achieves diversity by presenting itself under multiple
avatars.
Ryan begins by considering, among other texts, a 1989 Cubs-Giants
baseball broadcast, the reality television show "Survivor," and the
film "The Truman Show." In all these texts, she sees a narrative
that organizes meaning without benefit of hindsight, anticipating
the real-time dimension of computer games. She then expands her
inquiry to new media. In a discussion covering text-based
interactive fiction such as "Spider and Web "and "Galatea,
"hypertexts such as "Califia "and "Patchwork Girl," multimedia
works such as "Juvenate, "Web-based short narratives, and "Facade,"
a multimedia, AI-supported project in interactive drama, she
focuses on how narrative meaning is affected by the authoring
software, such as the Infocom parser, the Storyspace
hypertext-producing system, and the programs Flash and Director.
She also examines arguments that have been brought up against
considering computer games such as "The Sims "and "EverQuest "as a
form of narrative, and responds by outlining an approach to
computer games that reconciles their imaginativeand strategic
dimension. In doing so, Ryan distinguishes a wide spectrum of
narrative modes, such as utilitarian, illustrative, indeterminate,
metaphorical, participatory, emergent, and simulative.
Ultimately, Ryan stresses the difficulty of reconciling
narrativity with interactivity and anticipates the time when media
will provide new ways to experience stories.
Marie-Laure Ryan is an independent scholar and the author of, most
recently, "Narrative as Virtual Reality: Immersion and
Interactivity in Literature and Electronic Media."
The proliferation of media and their ever-increasing role in our
daily life has produced a strong sense that understanding
media—everything from oral storytelling, literary narrative,
newspapers, and comics to radio, film, TV, and video games—is key
to understanding the dynamics of culture and society. Storyworlds
across Media explores how media, old and new, give birth to various
types of storyworlds and provide different ways of experiencing
them, inviting readers to join an ongoing theoretical conversation
focused on the question: how can narratology achieve
media-consciousness? The first part of the volume critically
assesses the cross- and transmedial validity of narratological
concepts such as storyworld, narrator, representation of
subjectivity, and fictionality. The second part deals with issues
of multimodality and intermediality across media. The third part
explores the relation between media convergence and transmedial
storyworlds, examining emergent forms of storytelling based on
multiple media platforms. Taken together, these essays build the
foundation for a media-conscious narratology that acknowledges both
similarities and differences in the ways media narrate.
 Â
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