Storyworlds Across Media


Book Description

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.




Storyworlds Across Media


Book Description

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.




The Storyworld Accord


Book Description

“Storyworlds,” mental models of context and environment within which characters function, is a concept used to describe what happens in narrative. Narratologists agree that the concept of storyworlds best captures the ecology of narrative interpretation by allowing a fuller appreciation of the organization of both space and time, by recognizing reading as a process that encourages readers to compare the world of a text to other possible worlds, and by highlighting the power of narrative to immerse readers in new and unfamiliar environments. Focusing on the work of writers from Trinidad and Nigeria, such as Sam Selvon and Ben Okri, The Storyworld Accord investigates and compares the storyworlds of nonrealist and postmodern postcolonial texts to show how such narratives grapple with the often-collapsed concerns of subjectivity, representation, and environment, bringing together these narratological and ecocritical concerns via a mode that Erin James calls econarratology. Arguing that postcolonial ecocriticism, like ecocritical studies, has tended to neglect imaginative representations of the environment in postcolonial literatures, James suggests that readings of storyworlds in postcolonial texts helps narrative theorists and ecocritics better consider the ways in which culture, ideologies, and social and environmental issues are articulated in narrative forms and structures, while also helping postcolonial scholars more fully consider the environment alongside issues of political subjectivity and sovereignty.




Television Storyworlds as Virtual Space


Book Description

Television Storyworlds as Virtual Space examines television as a series of virtual realities viewers enter and explore one episode at a time. Drawing on specific examples, from Westworld to Green Acres, Twin Peaks to Fargo, it illustrates how each of these worlds invites us in, encourages us to move about within it, and constantly pushes against its own boundaries so that its universe continually expands and develops. Specific chapters consider the importance of title sequences in helping us enter these storyworlds, how children’s television educates us in using virtual reality, and the centrality of the post-apocalyptic series to the TV landscape. Ultimately, the book situates television as part of an artistic continuum, one that stretches back as far as cave paintings, but that also anticipates the digitally-based virtual reality that lies just on the horizon.




Storyworlds in Short Narratives


Book Description

This interdisciplinary and comparative volume offers a systematic approach to the early Greek tale. Bringing similarities and differences between ancient Greek and early Byzantine tales to the fore, this volume thus creates new knowledge in the fields of classics, medieval studies, and literary studies. Its chapters discuss the theory and poetics of tales, the art of storytelling, inherent features of the tale, and the arrangement, types, and characteristics of tales in collections. The chapter authors base their approaches on a rich variety of texts and writers that are here discussed for the first time in one volume. Contributors are: Andria Andreou, Stavroula Constantinou, Julia Doroszewska, Christian Høgel, Markéta Kulhánková, Ingela Nilsson, Nicolò Sassi, and Sophia Xenophontos.




Transfictional Character and Transmedia Storyworlds in the British Nineteenth Century


Book Description

This book is a study of how transfictional and transmedia storytelling emerges in the nineteenth century and how the period’s receptive practices anticipate the receptive practices of fandom and transmedia storytelling franchises in the twentieth and twenty-first centuries. The central claim is that the serialized, periodical, and dramatic media environment of the late eighteenth century through the nineteenth century in Great Britain trained audiences to perceive the continuous identity of characters and worlds across disparate texts, illustrations, plays, and songs by creators other than the earliest originating author. The book contributes to fan studies, transmedia studies, and nineteenth-century periodical studies while also interrogating the nature of fictional character.




Storyworlds


Book Description

Grade level: 1, 2, 3, k, e, p, t.




Wes Anderson’s Symbolic Storyworld


Book Description

Wes Anderson's Symbolic Storyworld presents a theoretical investigation of whatmakes the films of Wes Anderson distinctive. Chapter by chapter, it relentlessly pulls apart each of Anderson's narratives to pursue the proposition that they all share the same deep underlying symbolic values – a common symbolic storyworld. Taking the polemical strategy of outlining and employing Claude Lévi-Strauss's distinguished (and notorious) work on myth and kinship to analyze eight of Anderson's films, Warren Buckland unearths the peculiar symbolic structure of each film, plus the circuits of exchange, tangible and intangible gift giving, and unusual kinship systems that govern the lives of Anderson's characters. He also provides an analysis of Wes Anderson's visual and aural style, identifying several distinctive traits of Anderson's mise en scène.




Story Logic


Book Description

Featuring a major synthesis and critique of interdisciplinary narrative theory, Story Logic marks a watershed moment in the study of narrative. David Herman argues that narrativeøis simultaneously a cognitive style, a discourse genre, and a resource for writing. Because stories are strategies that help humans make sense of their world, narratives not only have a logic but also are a logic in their own right, providing an irreplaceable resource for structuring and comprehending experience. Story Logic brings together and pointedly examines key concepts of narrative in literary criticism, linguistics, and cognitive science, supplementing them with a battery of additional concepts that enable many different kinds of narratives to be analyzed and understood. By thoroughly tracing and synthesizing the development of different strands of narrative theory and provocatively critiquing what narratives are and how they work, Story Logic provides a powerful interpretive tool kit that broadens the applicability of narrative theory to more complex forms of stories, however and wherever they appear. Story Logic offers a fresh and incisive way to appreciate more fully the power and significance of narratives.




Video Game Spaces


Book Description

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.