Interactive Fictions


Book Description

Arguing that genre must play a role in our study of narrative fiction, this tour of the novel examines interactive storytelling scenes in which characters argue about how to tell a tale that meets their respective social and aesthetic expectations. Through intense readings of interactive storytelling scenes in works spanning the 17th through 20th centuries, Halevi-Wise demonstrates how dramatized arguments about storytelling open a window on social and generic dilemmas affecting the narrative of each novel at the time of its composition. Examined in detail are Cervantes' Don Quixote, Sterne's Tristam Shandy, Austen's Northanger Abbey, Dickens's Little Dorrit, Conrad's Lord Jim, Yehoshua's Mr. Mani, and Esquivel'sI Like Water for Chocolate. Redressing an imbalance between sociological approaches that displace aesthetic considerations and aesthetic analyses that bracket cultural phenomena, the author shows why both genre and culture must be taken into account when we analyze the formation and reception of a narrative. Each interactive storytelling event illustrates how social and aesthetic interests compete and reinvent themselves within their framing texts and those texts' respective national and historical contexts. Just as social interactions cannot be indefinitely displaced in the study of narrative fiction, genre cannot be ignored in the study of identity politics. What emerges from this unique examination is a postmodern poetics of the novel that takes genre and history into account.




Truth in Fiction


Book Description

The essays collected in this volume are all concerned with the connection between fiction and truth. This question is of utmost importance to metaphysics, philosophy of language, philosophical logic and epistemology, raising in each of these areas and at their intersections a large number of issues related to creation, existence, reference, identity, modality, belief, assertion, imagination, pretense, etc. All these topics and many more are addressed in this collection, which brings together original essays written from various points of view by philosophers of diverse trends. These essays constitute major contributions to the current debates that the connection between truth and fiction continually enlivens, and give a sense of the directions in which research on this question is heading.




The Images of Time


Book Description

The Images of Time presents a philosophical investigation of the nature of time and the mind's ways of representing it. Robin Le Poidevin examines how we perceive time and change, the means by which memory links us with the past, the attempt to represent change and movement in art, and the nature of fictional time. These apparently disparate questions all concern the ways in which we represent aspects of time, in thought, experience, art and fiction. They also raisefundamental problems for our philosophical understanding, both of mental representation, and of the nature of time itself.Le Poidevin brings together issues in philosophy, psychology, aesthetics, and literary theory in examining the mechanisms underlying our representation of time in various media, and brings these to bear on metaphysical debates over the real nature of time. These debates concern which aspects of time are genuinely part of time's intrinsic nature, and which, in some sense, are mind-dependent.Arguably, the most important debate concerns time's passage: does time pass in reality, or is the division of events into past, present, and future simply a reflection of our temporal perspective - a result of the interaction between a 'static' world and minds capable of representing it? Le Poidevin argues that, contrary to what perception and memory lead us to suppose, time does not really pass, and this surprising conclusion can be reconciled with the characteristic features of temporalexperience.




Interactive Fiction


Book Description

Have you ever read a Choose Your Own Adventure and wondered how the author did it? In this short book, author M.L. Ronn demystifies the writing process behind interactive novels. You’ll learn: * How to design, write, and edit an interactive novel * How to create deep characters readers will love * How to create decisions that matter * How to keep readers engaged so they won’t stop reading He pulls back the curtain on his own fiction, showing you never-before-revealed techniques that he used to create his groundbreaking interactive novels. If you’ve ever wanted to write a Choose Your Own Adventure-styled book of your own, this is the how-to book you’ve been waiting for. By the time you’re done, you’ll understand how to write engaging interactive fiction. V1.0




The Cambridge Companion to Postmodern American Fiction


Book Description

Few previous periods in the history of American literature could rival the richness of the postmodern era - the diversity of its authors, the complexity of its ideas and visions, and the multiplicity of its subjects and forms. This volume offers an authoritative, comprehensive, and accessible guide to the American fiction of this remarkable period. It traces the development of postmodern American fiction over the past half-century and explores its key aesthetic, cultural, and political contexts. It examines its principal styles and genres, from the early experiments with metafiction to the most recent developments, such as the graphic novel and digital fiction, and offers concise, compelling readings of many of its major works. An indispensable resource for students, scholars, and the general reader, the Companion both highlights the extraordinary achievements of postmodern American fiction and provides illuminating critical frameworks for understanding it.




The Routledge Handbook of Fiction and Belief


Book Description

The Routledge Handbook of Fiction and Belief offers a fresh reevaluation of the relationship between fiction and belief, surveying key debates and perspectives from a range of disciplines including narrative and cultural studies, science, religion, and politics. This volume draws on global, cutting edge research and theory to investigate the historically variable understandings of fictionality, and allows readers to grasp the role of fictions in our understanding of the world. This interdisciplinary approach provides a thorough introduction to the fundamental themes of: Theoretical and Philosophical Perspectives on Fiction Fiction, Fact, and Science Social Effects and Uses of Fiction Fiction and Politics Fiction and Religion Questioning how fictions in fact shape, mediate or distort our beliefs about the real world, essays in this volume outline the state of theoretical debates from the perspectives of literary theory, philosophy, sociology, religious studies, history, and the cognitive sciences. It aims to take stock of the real or supposed effects that fiction has on the world, and to offer a wide-reaching reflection on the implications of belief in fictions in the so-called “post-truth” era.




The Cambridge Companion to Popular Fiction


Book Description

Popular commercial fiction emerged in the nineteenth century, with serialised novels and sensational penny dreadfuls. Today it remains a multi-million dollar industry giving pleasure to many, but it is also a field of growing interest for scholars and students of literature. This Companion covers the major developments in the history of popular fiction, with specially commissioned chapters on pulp fiction, bestsellers, and comics and graphic narratives. The volume also examines the public and personal everyday contexts within which popular texts are read, highlighting the ways in which such narratives have circulated across a variety of constantly changing media, including theatre, television, cinema and new computer-based digital forms. Case studies from key genres - crime fiction, romance and Gothic horror - as well as a full chronology and guide to further reading make this collection indispensable to all those interested in this complex and vibrant cultural field.




Internet Fictions


Book Description

The Internet is nothing less than a medium for the indiscriminate and global dissemination of information if we take "information" in its cybernetic sense as bits of data – any data. As such, it is also a massive, amorphous, rhizomic collection of substantiated facts, guesswork, fantasy, madness, debate, criminal energy, big business, stupidity, brilliance, all in all a seemingly limitless multiplication of voices, all clamouring to be heard. It is a medium which proliferates stories, narratives, fictions, in ways which are both new and familiar. It is as a generator of fictions that the Internet seems to be just waiting to be explored by the disciplines of literary, cultural and linguistic studies: Fan-fiction, slash and straight; scam baiting; fan sites; ‘wild’ or ‘rogue’ interpretive universes; gossip, theories, musings, opinions. As a singularly unstructured – and hence as yet uncanonizable – body of texts, the stories told on the Internet have a distinct element of ‘grass-roots’ fictionalization and so offer an unprecedented opportunity to access, hear and investigate the stories and fantasies woven by non-professional writers alongside their more formally recognized colleagues. As a medium which is beginning to investigate itself by means of various meta-debates within the vast community of Internet fictionalizers, it is also a location where emergent phenomena may be debated in their process of being generated. This collection seeks to explore this for the most part uncharted territory in creative, innovative, theory-savvy ways using the manifold fictions the Internet generates. It brings together a wide variety of expertise from the fields of linguistic, literary, media and cultural studies. All contributors bring to the collection their individual voices and approaches which speak from various positions of involvedness or critique to provide searching and passionate discussions of the issues involved in Internet Fictions.




Advancing Multimodal and Critical Discourse Studies


Book Description

As a founder and leading figure in multimodality and social semiotics, Theo van Leuween has made significant contributions to a variety of research fields, including discourse analysis, sociolinguistics, communication and media studies, education, and design. In celebration of his illustrious research career, this volume brings together a group of leading and emerging scholars in these fields to review, explore and advance two central research agendas set out by van Leeuwen: the categorisation of the meaning potential of various semiotic resources and the examination of their uses in different forms of communication, and the critical analysis of the interaction between semiotic forms, norms and technology in discursive practices. Through 11 cutting-edge research papers and an experimental visual essay, the book investigates a broad range of semiotic resources including touch, sound, image, texture, and discursive practices such as community currency, fitness regime, film scoring, and commodity upcycling. The book showcases how social semiotics and multimodality can provide insights into the burning issues of the day, such as global neoliberalism, terrorism, consumerism, and immigration.




The Game Design Reader


Book Description

Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.