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A dual narrative is a form of narrative that tells a story in two different perspectives, usually two different people. Dual narrative is also an effective technique that can be used to tell the story of people (or one person) at two different points in time ( Postcards from No Man's Land , Great Expectations, Stone Cold ). It is used to show parallels or emphasise differences in the lifestyles or points-of-view of different places or time periods. [1]
An integral aspect of the 'dual narrative' is how both aspects of the narrative interweave with one another to encompass the 'narrative progression' of a story. This progression entails more than just the development of the plot, but rather the characters, the author, the reader, and how each are in constant relay with one another. [2]
In fiction, continuity is the consistency of the characteristics of people, plot, objects, and places seen by the audience over some period of time. It is relevant to many genres and forms of storytelling, especially if it is long-running.
A first-person narrative is a mode of storytelling in which a storyteller recounts events from that storyteller's own personal point of view, using first-person grammar such as "I", "me", "my", and "myself". It must be narrated by a first-person character, such as a protagonist, re-teller, witness, or peripheral character. Alternatively, in a visual storytelling medium, the first-person perspective is a graphical perspective rendered through a character's visual field, so the camera is "seeing" out of a character's eyes.
In literary criticism, stream of consciousness is a narrative mode or method that attempts "to depict the multitudinous thoughts and feelings which pass through the mind" of a narrator. It is usually in the form of an interior monologue which is disjointed or has irregular punctuation. The term was first used in 1855 and was first applied to a literary technique in 1918. While critics have pointed to various literary precursors, it was not until the 20th century that this technique was fully developed by modernist writers such as Marcel Proust, James Joyce, Dorothy Richardson and Virginia Woolf.
A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional or fictional. Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these. The word derives from the Latin verb narrare, which is derived from the adjective gnarus. The formal and literary process of constructing a narrative—narration—is one of the four traditional rhetorical modes of discourse, along with argumentation, description, and exposition. This is a somewhat distinct usage from narration in the narrower sense of a commentary used to convey a story. Many additional narrative techniques, particularly literary ones, are used to build and enhance any given story.
Narration is the use of a written or spoken commentary to convey a story to an audience. Narration is conveyed by a narrator: a specific person, or unspecified literary voice, developed by the creator of the story to deliver information to the audience, particularly about the plot: the series of events. Narration is a required element of all written stories, presenting the story in its entirety. It is optional in most other storytelling formats, such as films, plays, television shows and video games, in which the story can be conveyed through other means, like dialogue between characters or visual action.
A frame story is a literary technique that serves as a companion piece to a story within a story, where an introductory or main narrative sets the stage either for a more emphasized second narrative or for a set of shorter stories. The frame story leads readers from a first story into one or more other stories within it. The frame story may also be used to inform readers about aspects of the secondary narrative(s) that may otherwise be hard to understand. This should not be confused with narrative structure. A notable example is the 1001 Nights or The Decameron.
Dual-coding theory is a theory of cognition that suggests that the mind processes information along two different channels; verbal and nonverbal. It was hypothesized by Allan Paivio of the University of Western Ontario in 1971. In developing this theory, Paivio used the idea that the formation of mental imagery aids learning through the picture superiority effect.
Worldbuilding is the process of constructing an imaginary world or setting, sometimes associated with a fictional universe. Developing the world with coherent qualities such as a history, geography, culture and ecology is a key task for many science fiction or fantasy writers. Worldbuilding often involves the creation of geography, a backstory, flora, fauna, inhabitants, technology, and often if writing speculative fiction, different peoples. This may include social customs as well as invented languages for the world.
Spider Grandmother is an important figure in the mythology, oral traditions and folklore of many Native American cultures, especially in the Southwestern United States.
A feature story is a piece of non-fiction writing about news covering a single topic in detail. A feature story is a type of soft news, news primarily focused on entertainment rather than a higher level of professionalism. The main subtypes are the news feature and the human-interest story.
Icíar Bollaín Pérez-Mínguez is a Spanish filmmaker and actress. She is best known for directing Te Doy Mis Ojos, which won 7 Goya Awards. Bollaín has won other awards for acting and script-writing, as well as for directing.
Dark Cloud is an action role-playing video game developed by Level-5 and published by Sony Computer Entertainment for the PlayStation 2. Originally intended as a launch title for the system in March 2000, the game was eventually released in Japan in December 2000, in North America in May 2001, and in Europe in September. A spiritual sequel, Dark Chronicle, was released in Japan in 2002 and worldwide the following year.
A historic house museum is a house of historic significance that is preserved as a museum. Historic furnishings may be displayed in a way that reflects their original placement and usage in a home. Historic house museums are held to a variety of standards, including those of the International Council of Museums. Houses are transformed into museums for a number of different reasons. For example, the homes of famous writers are frequently turned into writer's home museums to support literary tourism.
Narrative art is art that tells a story, either as a moment in an ongoing story or as a sequence of events unfolding over time. Some of the earliest evidence of human art suggests that people told stories with pictures. Although there are some common features to all narrative art, different cultures have developed idiosyncratic ways to discern narrative action from pictures.
Roy Schafer was an American psychologist and psychoanalyst, who emphasised a psychoanalytic concept of narrative. For Schafer, an important purpose of the analytic process is that the analysand regains agency of their own story and of their own life. Psychoanalyst and analysand each have a role in telling and retelling the analysand's life story: the analyst helps the analysand by elevating subjectivity as awareness of multiple interpretations.
A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay. Sandbox games are often associated with an open world concept which gives the players freedom of movement and progression in the game's world. The term "sandbox" derives from the nature of a sandbox that lets people create nearly anything they want within it.
Personal narrative (PN) is a prose narrative relating personal experience usually told in first person; its content is nontraditional. "Personal" refers to a story from one's life or experiences. "Nontraditional" refers to literature that does not fit the typical criteria of a narrative.
Tellability is quality for which a story is told and examined as remarkable with its constructed merit. Ochs and Capps examine tellability as the reason a narrative is told. Namely speakers can transform any instance into a meaningful narrative, but most are tellable due to how they deviate from everyday happenings and the prototypical. A narrative changes dependent on its level of tellability, and these elements are largely contextual. The tellability of a story often parallels the perceived truth of the story.
Mesopotamian mythology refers to the myths, religious texts, and other literature that comes from the region of ancient Mesopotamia which is a historical region of Western Asia, situated within the Tigris–Euphrates river system that occupies the area of present-day Iraq. In particular the societies of Sumer, Akkad, and Assyria, all of which existed shortly after 3000 BCE and were mostly gone by 400 CE. These works were primarily preserved on stone or clay tablets and were written in cuneiform by scribes. Several lengthy pieces have survived erosion and time, some of which are considered the oldest stories in the world, and have given historians insight into Mesopotamian ideology and cosmology.
These Waves of Girls is a hypermedia novella by Caitlin Fisher that won the Electronic Literature Organization's Award for Fiction in 2001. The work is frequently taught in undergraduate literature courses and is referenced in the field of electronic literature as a significant example of early multimodal web-based hypertext fiction, placing Fisher "at the forefront of digital writing".
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