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Marie Laure Ryan, 2004
    Summary by Suzanne Stebbings
   Marie-Laure Ryan
   Literary scholar & critic
   Scholar in residence, University of Colorado
   Themes: narratology, fiction and cyber-
    culture
   Latest venture Encyclopaedia of Digital
    Textuality – due out 2012
Narrative - historical perspective
 The four ages of narrative
 Durability of narrative
Definitions
 Digital text
 Narrative
The literary context
Aspects of digital narrative
 Variable discourse
 Variable points of view
 Variable plot
Where next?
Restricted
    Oral         Unique
                              audience



                                 Less
                Able to be
Chirographic     copied
                              restricted
                              audience



                               Broad
    Print       Replicable
                              audience



                Replicable     Global
  Digital      and editable   audience
Evanescent   Durable
   Algorithm driven
   Reactive and interactive
   Perfomantial aspect
   Multiple sensory and semiotic channels
   Networking capabilities
   Volatile signs
   Modularity
‘Narrative is a type of meaning, or mental
image generated in response to certain stimuli.
A narrative text is an artefact designed to bring
this meaning to mind.’
   Epistemological crisis – challenging text as a
    ‘given’ – classical text is blind to ‘the
    complexity of the problem of truth’

   Aesthetic crisis – desire to break out of the
    limitations imposed by print – the ‘dream of
    the text that keeps on giving’
   Variable discourse

   Variable point of view

   Variable plot
   Hypertext – ‘multiple pathways through a
    document’

   The jigsaw metaphor and incomplete
    narrative meaning

   Success of hypertext dependent on the
    author’s skill in placing it in a ‘unique textual
    idea which gives meaning to the activity’
   Interactive television

   Interactive film

   Variable points of view in print

   Interactive digital environment
   Interactive fiction – limitations

   First person shooter – monotonous diversity

   Simulation – the ‘god game’
Stereotyped        The     Anti narrative
 narratives of    middle    experimental
                  ground?
popular culture                  text
   Murray, Janet (1997). ‘Hamlet on the Holodeck: the future of narrative in
    cyberspace’, New York: Free P.
   Ryan, Marie Laure (2009). ‘From narrative games to playable stories toward a
    poetics of interactive narrative’, StoryWorlds: A journal of narrative studies, vol 1,
    43-59
   Murray, Janet (2004). ‘From game story to cyberdrama’,
    http://scholar.google.com.au/scholar?start=10&q=Janet+Murray&hl=en&as_sdt=
    1,5
   http:www.jawbone.tv/articles/item/485-sufferosa-neo-noir-interactive-film-
    tackles-cult-of-beauty.html
   Choose a different ending (2009) http://www.youtube.com/watch?v=JFVkzYDNJqo
   http:www.guardian.co.uk/film/filmblog/2011/aug/04/twixt-trailer-francis-ford-
    coppola
   Motte, Warren F. (1986). ‘Oulipo: A primer of potential literature’, University of
    Nebraska Press
   Atkinson, Sarah (2007). ‘Crossed Lines: the creation of a multiform, multi-screen
    interactive film’, Nebula 4.3 79-99
   http:www.clickz.com/clickz/column/1697492/interactive-tv-ads-real-life-
    examples

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Mv narrative pres-ss0309

  • 1. Marie Laure Ryan, 2004 Summary by Suzanne Stebbings
  • 2. Marie-Laure Ryan  Literary scholar & critic  Scholar in residence, University of Colorado  Themes: narratology, fiction and cyber- culture  Latest venture Encyclopaedia of Digital Textuality – due out 2012
  • 3.
  • 4. Narrative - historical perspective  The four ages of narrative  Durability of narrative Definitions  Digital text  Narrative The literary context Aspects of digital narrative  Variable discourse  Variable points of view  Variable plot Where next?
  • 5. Restricted Oral Unique audience Less Able to be Chirographic copied restricted audience Broad Print Replicable audience Replicable Global Digital and editable audience
  • 6. Evanescent Durable
  • 7. Algorithm driven  Reactive and interactive  Perfomantial aspect  Multiple sensory and semiotic channels  Networking capabilities  Volatile signs  Modularity
  • 8. ‘Narrative is a type of meaning, or mental image generated in response to certain stimuli. A narrative text is an artefact designed to bring this meaning to mind.’
  • 9. Epistemological crisis – challenging text as a ‘given’ – classical text is blind to ‘the complexity of the problem of truth’  Aesthetic crisis – desire to break out of the limitations imposed by print – the ‘dream of the text that keeps on giving’
  • 10. Variable discourse  Variable point of view  Variable plot
  • 11. Hypertext – ‘multiple pathways through a document’  The jigsaw metaphor and incomplete narrative meaning  Success of hypertext dependent on the author’s skill in placing it in a ‘unique textual idea which gives meaning to the activity’
  • 12. Interactive television  Interactive film  Variable points of view in print  Interactive digital environment
  • 13. Interactive fiction – limitations  First person shooter – monotonous diversity  Simulation – the ‘god game’
  • 14. Stereotyped The Anti narrative narratives of middle experimental ground? popular culture text
  • 15.
  • 16. Murray, Janet (1997). ‘Hamlet on the Holodeck: the future of narrative in cyberspace’, New York: Free P.  Ryan, Marie Laure (2009). ‘From narrative games to playable stories toward a poetics of interactive narrative’, StoryWorlds: A journal of narrative studies, vol 1, 43-59  Murray, Janet (2004). ‘From game story to cyberdrama’, http://scholar.google.com.au/scholar?start=10&q=Janet+Murray&hl=en&as_sdt= 1,5  http:www.jawbone.tv/articles/item/485-sufferosa-neo-noir-interactive-film- tackles-cult-of-beauty.html  Choose a different ending (2009) http://www.youtube.com/watch?v=JFVkzYDNJqo  http:www.guardian.co.uk/film/filmblog/2011/aug/04/twixt-trailer-francis-ford- coppola  Motte, Warren F. (1986). ‘Oulipo: A primer of potential literature’, University of Nebraska Press  Atkinson, Sarah (2007). ‘Crossed Lines: the creation of a multiform, multi-screen interactive film’, Nebula 4.3 79-99  http:www.clickz.com/clickz/column/1697492/interactive-tv-ads-real-life- examples