The Importance of the Term of Narratology in Electronic Literature

Research Collection
Description: 

This research collection is created for the paper for the research paper that is a final assesment of Digital Humanities in Practise course in University of Bergen. I will analyse the connection between creative works that are mentioned in the critical writings that are emphasizing the term of narratology in electronic literature.  

At the moment, The ELMCIP Knowledge Base of Electronic Literature is the most suitable source for the analysis of this topic. Even if we cannot apply the same conclusion for all of the genre of the Electronic Literature, we can at least make generalizations about data that is uploaded to the database, which probably gathers most of the existent information about the genre of electronic literature. The database consists of cross-referenced entries on creative works of and critical writing about electronic literature as well as entries on authors (Scott Rettberg 2012). All nodes are cross-referenced so that it can be clearly seen which works were linked to the critical articles referencing the works.

The main goal underlying the inquiry of the research paper, is to find out how important the term of narratology is for the critics of electronic literature and which creative writings were mentioned the most. The research will also include analysis tags that were used in both critical writings about narratology in electronic literature and creative works that were referenced. The reasons of the usage of certain tags more then others as well as the reasons why some creative works are being referenced.

The art of narration in literature or simply the structure of a written story has been described, discussed and re-invented multiple times since 20th century. If we think about narratology in very general terms of structuralism, every single object, event, story, article, invention and a variety of surroundings have a certain structure and order. One of the highlighted critics in structuralism, Claude Levi Strauss, explained the terminology with a help of a myth. Ancient Greeks probably saw their myths as the rules for life or a way to explanation for the idea every action has its consequence. Sequence of events is vital to understand any story that is told, written or performed, naturally it raises a simple question if the first action does not happen how can the second one and all of the following ones happen. What if the rules or a well-know sequence of events are disrupted?

While the critics and researchers are debating on the deep level of upgrading the narration terms from literary perspective to the digital world, in my research I will portray the data concerning the topic uploaded to the ELMCIP database.

Critical Writing:

Titlesort descending Author Year
A Narrative Analysis of the Use of Social Media in SKAM Jill Walker Rettberg 2017
Analysis of Fitting the Pattern Yolanda de Gregorio Robledo 2010
Analyzing Digital Fiction 2014
Antiabecedarian Desires: Odd Narratology and Digital Textuality Asunción López-Varela Azcárate 2014
Avatars of Story Marie-Laure Ryan 2006
Beyond Myth and Metaphor: Narrative in Digital Media Marie-Laure Ryan 2002
Cybertext Narratology Markku Eskelinen 1999
Cybertext palimpsests - literature to the nth degree Markku Eskelinen 2000
Cybertext Poetics: The Critical Landscape of New Media Literary Theory Markku Eskelinen 2012
Digital Narratology: Understanding Narrative Competence in Mediated Spaces Jennifer Roudabush 2010
Discourse Timer: Towards Temporally Dynamic Texts Markku Eskelinen, Raine Koskimaa 2001
Event-Sequences, Plots and Narration in Computer Games Fotis Jannidis 2006
Exopoiesis and literariness in the works of William Gibson, Mark Z. Danielewski, Kate Pullinger and Chris Joseph Ugo Panzani
From Synesthesias to Multimedia: How to Talk about New Media Narrative Daniel Punday 2011
Generating Narrative Variation in Interactive Fiction Nick Montfort 2007
Genre Trouble: Narrativism and the Art of Simulation Espen Aarseth 2004
Hypertext Fiction in the Twilight Zone Raine Koskimaa 1998
Hyperworks: On Digital Literature and Computer Games Anna Gunder 2004
I, Chatbot: The Gender and Race Performativity of Conversational Agents Mark C. Marino 2006
Interactive Drama: Narrativity in a Highly Interactive Environment Marie-Laure Ryan 1997
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Akvile Sinkeviciute