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Avatars of Story
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Avatars of Story

Book Details

Format Paperback / Softback
ISBN-10 0816646864
ISBN-13 9780816646869
Publisher University of Minnesota Press
Imprint University of Minnesota Press
Country of Manufacture US
Country of Publication GB
Publication Date Aug 2nd, 2006
Print length 296 Pages
Weight 400 grams
Dimensions 14.70 x 22.40 x 1.60 cms
Ksh 3,400.00
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Tracing the transformation of storytelling in the digital age, this work examines electronic narrative forms. It reveals how digital media convey meaning and create stories. It stresses the difficulty of reconciling narrativity with interactivity and anticipates the time when media will provide fresh ways to experience stories.

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 Façade, 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 imaginative  and 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.


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