Reading Digital Fiction offers the first comprehensive and systematic theoretical, methodological, and analytical examination of digital fiction from a cognitive and empirical perspective. Proposing ...the new concept of “medial reading”, it argues for the centrality of an audience’s interest in, awareness of and/or attention to the medium in which a text is produced and received, and which we argue should be applied to reader data across media. The book analyses and theorises five generations of digital fiction and their reading including hypertext fiction, hypermedia fiction, narrative video games, app fiction, and virtual reality. It showcases medium- and platform-specific methods of qualitative reader response research across a variety of contexts and settings from screen-based and embodied interaction to gallery installation, and from reading group and individual interview to think-aloud methodologies. The book thus addresses the unique affordances of digital fiction reading by designing and reporting on new empirical studies focusing on hypertextuality, interactivity, immersion, as well as medium-specific forms of textual “you”, ontological ambiguity, reader orientation and empathy. In so doing, the book refines, critiques, and expands cognitive, transmedial, and empirical narratology and stylistics by placing the reader of these new narratives front and centre. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
Reading Digital Fiction offers the first comprehensive and systematic theoretical, methodological, and analytical examination of digital fiction from a cognitive and empirical perspective. Proposing ...the new concept of "medial reading", it argues for the centrality of an audience's interest in, awareness of and/or attention to the medium in which a text is produced and received, and which we argue should be applied to reader data across media. The book analyses and theorises five generations of digital fiction and their reading, including hypertext fiction, hypermedia fiction, narrative video games, app fiction, and virtual reality. It showcases medium- and platform-specific methods of qualitative reader response research across a variety of contexts and settings from screen-based and embodied interaction to gallery installation, and from reading group and individual interview to think-aloud methodologies. The book thus addresses the unique affordances of digital fiction reading by designing and reporting on new empirical studies focusing on hypertextuality, interactivity, immersion, medium-specific forms of textual "you", ontological ambiguity, reader orientation, and empathy. In so doing, the book refines, critiques, and expands cognitive, transmedial, and empirical narratology and stylistics by placing the reader of these new narratives front and centre.
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring ...lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the ‘Text’,” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
This innovative monograph focuses on a contemporary form of computer-based literature called 'literary hypertext', a digital, interactive, communicative form of new media writing. Canonizing ...Hypertext combines theoretical and hermeneutic investigations with empirical research into the motivational and pedagogic possibilities of this form of literature. It focuses on key questions for literary scholars and teachers: How can literature be taught in such a way as to make it relevant for an increasingly hypermedia-oriented readership? How can the rapidly evolving new media be integrated into curricula that still seek to transmit ‘traditional' literary competence? How can the notion of literary competence be broadened to take into account these current trends? This study, which argues for hypertext's integration in the literary canon, offers a critical overview of developments in hypertext theory, an exemplary hypertext canon and an evaluation of possible classroom applications.
Digital fiction typically puts the reader/player in a cybernetic dialogue with various narrative functions, such as characters, narrative voices, or prompts emanating from the storytelling ...environment. Readers enact their responses either verbally, through typed keyboard input, or haptically, through various types of physical interactions with the interface (mouseclick; controller moves; touch). The sense of agency evoked through these dialogic interactions has been fully conventionalized as part of digital narrativity. Yet there are instances of enacted dialogicity in digital fiction that merit more in-depth investigation under the broad labels of anti-mimeticism and intrinsic unnaturalness (Richardson, 2016), such as when readers enact pre-scripted narratees without, however, being able to take agency over the (canonical) narrative as a whole (Dave Morris’s Frankenstein), or when they hear or read a “protean,” “disembodied questioning voice” (Richardson, 2006: 79) that oscillates between system feedback, interior character monologue and supernatural interaction (Dreaming Methods’ WALLPAPER). I shall examine various intrinsically unnatural examples of the media-specific interlocutor in print and digital fiction and evaluate the extent to which unconventional interlocutors in digital fiction may have anti-mimetic, or defamiliarizing effects.
Language in the Media Sally Johnson, Astrid Ensslin / Sally Johnson, Astrid Ensslin
2007, 2007-09-19
eBook
This book examines the ways in which the media represents language-related issues, but also how the media's use of language is central to the construction of what people think language is, could or ...ought to be like. The chapters examine issues of identity, gender, youth, citizenship, politics and ideology across a range of media, including television, radio, newspapers, magazines and the internet. The result is a multilingual survey of the construction of language in and by the media that will be essential reading for students and researchers of sociolinguistics or language and communication.
Inwiefern spiegeln Videospiele und ihre Kultur gesellschaftliche Machtverhältnisse? Vor welchen Herausforderungen steht die Spieleindustrie und welche strukturellen Mechanismen prägen sie? Wie können ...virtuelle Welten utopische Möglichkeitsräume eröffnen? Erstmalig im deutschsprachigen Raum versammeln die Beiträger*innen kritische Perspektiven auf herrschende Ideologien sowie die Produktion und die Nutzung eines Mediums, dessen gesellschaftliche Relevanz stetig wächst. Dabei finden sie Zugänge über Kunst, Wissenschaft sowie Journalismus, um Videospiele im Spannungsfeld von Kapitalismus, Patriarchat und Kolonialismus unter die Lupe zu nehmen.
A reader response method not just for ‘you’ Bell, Alice; Ensslin, Astrid; van der Bom, Isabelle ...
Language and literature,
08/2019, Letnik:
28, Številka:
3
Journal Article
Recenzirano
Odprti dostop
This article contributes to empirical literary studies by offering a new reader response method for examining targeted textual features. With the aim of further establishing the new paradigm of ...reader response research in stylistics, we utilise a Likert scale – a tool that is usually used to generate data that is analysed quantitatively – to elicit qualitative data and, crucially, show how that data can be synthesised with an analysis of the primary text to provide empirically based conclusions relevant to particular textual features for cognitive narratology and stylistics. While we offer a new method that can be used to investigate textual features in all kinds of text, we exemplify our approach via the investigation of second-person narration in geniwate and Larsen’s digital fiction The Princess Murderer and provide a new understanding of the experiential nature of ambiguous forms of ‘you’ in fiction. Our stylistic analyses show how responses can be generated by linguistic features in the text. We then analyse reader responses to those examples and show that this can provide a more nuanced account of ‘you’ narratives than a stylistic analysis alone because it affords insight into how different readers do or do not psychologically project into and/or assume the role of ‘you’. Our results represent the first time that current typologies of the second person have been empirically tested and we are the first study to find an empirical basis for doubly deictic ‘you’. We therefore contribute a new empirically based understanding of how readers experience ambiguous forms of ‘you’ in fiction.
This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online ...environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.
In this book, Astrid Ensslin examines literary videogames -- hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be ...considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology.After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary "auteur" game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.