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  1. Focalization and Digital Fiction

    Focalization and Digital Fiction

    Eric Dean Rasmussen - 24.09.2012 - 07:23

  2. Genre Trouble: Narrativism and the Art of Simulation

    Currently in game and digital culture studies, a controversy rages over the relevance of narratology for game aesthetics. One side argues that computer games are media for telling stories, while the opposing side claims that stories and games are different structures that are in effect doing opposite things. One crucial aspect of this debate is whether games can be said to be "texts," and thereby subject to a textual-hermeneutic approach. Here we find the political question of genre at play: the fight over the games' generic categorization is a fight for academic influence over what is perhaps the dominant contemporary form of cultural expression. After forty years of fairly quiet evolution, the cultural genre of computer games is finally recognized as a large-scale social and aesthetic phenomenon to be taken seriously. In the last few years, games have gone from media non grata to a recognized field of great scholarly potential, a place for academic expansion and recognition.

    Scott Rettberg - 09.07.2013 - 00:24

  3. Engineering stories? A narratological approach to children’s book apps

    With the rise of smartphones and tablet pcs, children’s book apps have emerged as a new type of children’s media. While some of them are based on popular children’s books such as Mo Willems’ Pigeon books or Beatrix Potter’s Peter Rabbit, others were specifically designed as apps. This paper focuses on examining book apps under the aspects of implied user strategies and narrative structure. Using a narratological framework that also takes into account the unique characteristics of the medium, a terminology for the analysis of book apps will be sketched out. Furthermore, an exemplary analysis of iOS book apps for pre- and grade school children comes to the conclusion that, far from offering the child users room for individual creativity, a large number of apps rather train their users in following prescribed paths of reading.

    (Contains references to more creative works than currently registered:

    Jill Walker Rettberg - 29.04.2014 - 06:24

  4. Antiabecedarian Desires: Odd Narratology and Digital Textuality

    Writing systems break temporal barriers and enable the sharing of knowledge and its preservation. As if they were living organisms, the narratological structures that conform textual communication are made up of replicative ordering principles and coding forms whose roots can be traced back to a Semitic proto-alphabetic script. However, literary history also includes many examples that, like viruses, have sought to disrupt the body of alphabetic textuality. This paper looks briefly at three fundamental artists, James Joyce, Jorge Luis Borges, William Burroughs, and at some contemporary pieces of electronic literature. Their questioning of ABC ordering patterns anticipates the debate on the importance or not of linear structures in representation systems.

    Maya Zalbidea - 19.08.2014 - 14:15