Narratology is the study of narrative and narrative structure and the ways that these affect human perception. [1] The term is an anglicisation of French narratologie, coined by Tzvetan Todorov (Grammaire du Décaméron, 1969). [2] Its theoretical lineage is traceable to Aristotle ( Poetics ) but modern narratology is agreed to have begun with the Russian formalists, particularly Vladimir Propp (Morphology of the Folktale, 1928), and Mikhail Bakhtin's theories of heteroglossia, dialogism, and the chronotope first presented in The Dialogic Imagination (1975).
Cognitive narratology is a more recent development that allows for a broader understanding of narrative. Rather than focus on the structure of the story, cognitive narratology asks "how humans make sense of stories" and "how humans use stories as sense-making instruments". [3]
Structuralist narratologists like Rimmon-Kenan define narrative fiction as "the narration of a succession of fictional events". [4]
Cognitive narratologists focus on how people experience something as narrative rather than on the structure of the text itself. The six-word story "For sale: baby shoes, never worn", is often given as an example that would not qualify as a narrative in the strictly structural approach, but that evokes a sense of narrative.
Marie-Laure Ryan distinguishes between "a narrative" as an object that can be clearly defined and the quality of narrativity, which means "being able to inspire a narrative response”. [5] This allows her to understand video games as possessing narrativity without necessarily being conventional narratives. Astrid Ensslin builds upon this, explaining that "games have the potential to evoke multiple, individualized narrative scripts through world-building, causal event design, character development and other elements that players interact with the intention to solve problems and make progress". [6]
The origins of narratology lend to it a strong association with the structuralist quest for a formal system of useful description applicable to any narrative content, by analogy with the grammars used as a basis for parsing sentences in some forms of linguistics. This procedure does not however typify all work described as narratological today; Percy Lubbock's work in point of view (The Craft of Fiction, 1921) offers a case in point. [7]
In 1966 a special issue of the journal Communications proved highly influential, becoming considered a program for research into the field and even a manifesto. [8] [9] It included articles by Roland Barthes, Claude Brémond, Gérard Genette, Algirdas Julien Greimas, Tzvetan Todorov and others, which in turn often referred to the works of Vladimir Propp [8] [9] (1895–1970).
Jonathan Culler (2001) describes narratology as comprising many strands
implicitly united in the recognition that narrative theory requires a distinction between "story," a sequence of actions or events conceived as independent of their manifestation in discourse, and "discourse," the discursive presentation or narration of events.' [10]
The Russian Formalists first proposed such a distinction, employing the couplet fabula and syuzhet. A subsequent succession of alternate pairings has preserved the essential binomial impulse, e.g. histoire/discours, histoire/récit, story/plot. The Structuralist assumption that one can investigate fabula and syuzhet separately gave birth to two quite different traditions: thematic (Propp, Bremond, Greimas, Dundes, et al.) and modal (Genette, Prince, et al.) narratology. [11] The former is mainly limited to a semiotic formalization of the sequences of the actions told, while the latter examines the manner of their telling, stressing voice, point of view, the transformation of the chronological order, rhythm, and frequency. Many authors (Sternberg, 1993, [12] Ricoeur, 1984, and Baroni, 2007) [13] have insisted that thematic and modal narratology should not be looked at separately, especially when dealing with the function and interest of narrative sequence and plot.
Designating work as narratological is to some extent dependent more on the academic discipline in which it takes place than any theoretical position advanced. The approach is applicable to any narrative, and in its classic studies, vis-a-vis Propp, non-literary narratives were commonly taken up. Still, the term "narratology" is most typically applied to literary theory and literary criticism, as well as film theory and (to a lesser extent) film criticism. Atypical applications of narratological methodologies would include sociolinguistic studies of oral storytelling (William Labov) and in conversation analysis or discourse analysis that deal with narratives arising in the course of spontaneous verbal interaction. It also includes the study of videogames, graphic novels, the infinite canvas, and narrative sculptures linked to topology and graph theory. [14] However, constituent analysis of a type where narremes are considered to be the basic units of narrative structure could fall within the areas of linguistics, semiotics, or literary theory. [15]
Digital-media theorist and professor Janet Murray theorized a shift in storytelling and narrative structure in the twentieth century as a result of scientific advancement in her 1998 book Hamlet on the Holodeck: The Future of Narrative in Cyberspace . Murray argues that narrative structures such as the multi-narrative more accurately reflected "post-Einstein physics" and the new perceptions of time, process, and change, than the traditional linear narrative. The unique properties of computers are better-suited for expressing these "limitless, intersecting" stories or "cyberdramas". [16] These cyberdramas differ from traditional forms of storytelling in that they invite the reader into the narrative experience through interactivity i.e. hypertext fiction and Web soap The Spot. Murray also controversially declared that video games – particularly role-playing games and life-simulators like The Sims , contain narrative structures or invite the users to create them. She supported this idea in her article "Game Story to Cyberdrama" in which she argued that stories and games share two important structures: contest and puzzles. [17]
Development and exclusive consumption of digital devices and interactivity are key characteristics of electronic literature. This has resulted in varying narrative structures of these interactive media. Nonlinear narratives serve as the base of many interactive fictions. Sometimes used interchangeably with hypertext fiction, the reader or player plays a significant role in the creation of a unique narrative developed by the choices they make within the story-world. Stuart Moulthrop's Victory Garden is one of the first and most studied examples of hypertext fiction, featuring 1,000 lexias and 2,800 hyperlinks. [18]
In his book Cybertext: Perspectives on Ergodic Literature, Espen Aarseth conceived the concept of cybertext, a subcategory of ergodic literature, to explain how the medium and mechanical organization of the text affects the reader's experience:
...when you read from a cybertext, you are constantly reminded of inaccessible strategies and paths not taken, voices not heard. Each decision will make some parts of the text more, and others less, accessible, and you may never know the exact results of your choices; that is, exactly what you missed. [19]
The narrative structure or game-worlds of these cybertexts are compared to a labyrinth that invites the player, a term Aarseth deems more appropriate than the reader, to play, explore and discover paths within these texts. Two kinds of labyrinths that are referenced by Aarseth are the unicursal labyrinth which holds one single, winding path that leads to a hidden center, and the multicursal labyrinth, synonymous with a maze, which is branching and complex with the path and direction chosen by the player. These concepts help to distinguish between ergodic (unicursal) and nonergodic literature (multicursal). Some works such as Vladimir Nabokov's Pale Fire have proven to potentially be both depending on the path the reader takes. [20]
Art critic and philosopher, Arthur Danto, refers to the narrative as describing two separate events. [21] Narrative is also linked to language. The way a story can be manipulated by a character, or in the display of medium contributes to how a story is seen by the world. [22] Narratology, as defined by Shlomith Rimmon-Kenan, is a branch of narrative theory. The concept of narratology was developed mainly in France during the sixties and seventies. [22] Theorists have argued for a long time about the form and context of narratology. [5] American psychologist Robert Sternburg argued that narratology is "structuralism at variance with the idea of structure”. This basis goes with the French-American belief that narratology is a logical perversion, meaning that it followed a course that at the time did not seem logical. [23] Another theorist Peter Brooks sees narrative as being designed and having intent which is what shapes the structure of a story. [24] Narrative theorist Roland Barthes argues that all narratives have similar structures and in every sentence, there are multiple meanings. [24] Barthes sees literature as "writerly text" which does not need a typical plot that has a beginning, middle, and end. Instead, written work "has multiple entrances and exits." [24] Theorist Greimas agrees with other theorists by acknowledging that there is a structure in narrative and set out to find the deep structure of narrativity. However, in his findings, Greimas says that narratology can be used to describe phenomena outside of the written word and linguistics as a whole. He establishes a connection between the physical form of something and the language used to describe that something which breaks the structural code that many other theorists base their research on. [24]
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.
Game studies, also known as ludology, is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.
Gonzalo Frasca is a game designer and academic researcher focusing on serious and political videogames. His blog, Ludology.org, was cited by NBC News as a popular designation for academic researchers studying video games. For many years, Frasca also co-published Watercoolergames with Ian Bogost, a blog about serious games.
Hypertext fiction is a genre of electronic literature characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction.
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.
Algirdas Julien Greimas was a Lithuanian literary scientist who wrote most of his body of work in French while living in France. Greimas is known among other things for the Greimas Square. He is, along with Roland Barthes, considered the most prominent of the French semioticians. With his training in structural linguistics, he added to the theory of signification, plastic semiotics, and laid the foundations for the Parisian school of semiotics. Among Greimas's major contributions to semiotics are the concepts of isotopy, the actantial model, the narrative program, and the semiotics of the natural world. He also researched Lithuanian mythology and Proto-Indo-European religion, and was influential in semiotic literary criticism.
In narrative theory, an actant in the actantial model of semiotic narrative analysis describes the roles different characters have in advancing a narrative. Bruno Latour writes,
An “actor” in [actor-network theory] is a semiotic definition -an actant-, that is, something that acts or to which activity is granted by others. It implies no special motivation of human individual actors, nor of humans in general. An actant can literally be anything provided it is granted to be the source of an action.
afternoon, a story, spelled with a lowercase 'a', is a work of electronic literature written in 1987 by American author Michael Joyce. It was published by Eastgate Systems in 1990 and is known as one of the first works of hypertext fiction.
Monika Fludernik, a native Austrian, is professor of English literature and culture at the Albert Ludwigs University of Freiburg, Germany.
Cybertext as defined by Espen Aarseth in 1997 is a type of ergodic literature where the user traverses the text by doing nontrivial work.
James Phelan is an American writer and literary scholar of narratology. He is a third-generation Neo-Aristotelian literary critic of the Chicago School whose work builds on and refines the work of Wayne C. Booth, with a focus on the rhetorical aspects of narrative. He is Distinguished University Professor of English at the Ohio State University.
In narratology, fabula equates to the thematic content of a narrative and syuzhet equates to the chronological structure of the events within the narrative. Vladimir Propp and Viktor Shklovsky originated the terminology as part of the Russian Formalism movement in the early 20th century. Narratologists have described fabula as "the raw material of a story", and syuzhet as "the way a story is organized".
Marie-Laure Ryan is an independent literary scholar and critic. She has written several books and articles on narratology, fiction, and cyberculture and has been awarded several times for her work. She attended the University of Geneva to study literature as an undergraduate, before moving to the United States in 1968. attending graduate school at the University of Utah, where she received her M.A. in Linguistics and German, alongside a Ph.D in French. She later obtained a Bachelor's degree in Computer Science from the University of California San Diego.
In structural semantics, the actantial model, also called the actantial narrative schema, is a tool used to analyze the action that takes place in a story, whether real or fictional. It was developed in 1966 by semiotician Algirdas Julien Greimas.
The Novel: An Introduction is a general introduction to narratology, written by Christoph Bode, Full Professor and Chair of Modern English Literature in the Department of English and American Studies at Ludwig-Maximilians-Universität München. The first edition of Der Roman was published 2005 at A. Francke Verlag in German; in 2011, the second revised and extended German edition followed, as well as the English translation.
Paul Dawson is an Australian writer of poetry and fiction and a scholar in the fields of narrative theory and the study of creative writing. He is an associate professor at the University of New South Wales in the School of the Arts and Media. He teaches creative Writing, literary theory, North American Literature, and British and Irish Literature.
Astrid Christina Ensslin is a German digital culture scholar, and Professor of Dynamics of Virtual Communication Spaces at the University of Regensburg. Ensslin is known for her work on digital fictions and video games, and her development of narratological theory to encompass digital narratives.
The narrative theory of equilibrium was proposed by Bulgarian narratologist Tzvetan Todorov in 1971. Todorov delineated this theory in an essay entitled The Two Principles of Narrative. The essay claims that all narratives contain the same five formal elements: equilibrium, disruption, recognition, resolution, and new equilibrium.
34 North 118 West by Jeff Knowlton, Naomi Spellman, and Jeremy Hight is one of the first locative hypertexts. Published in 2003, the work connected Global Positioning System (GPS) data with a fictional narrative on an early tablet PC connected to Global Positioning devices to deliver a real-time story to a user.