A networked narrative, also known as a network narrative or distributed narrative, is a narrative partitioned across a network of interconnected authors, access points, and/or discrete threads. It is not driven by the specificity of details; rather, details emerge through a co-construction of the ultimate story by the various participants or elements.
A narrative is a report of connected events, real or imaginary, presented in a sequence of written or spoken words, or still or moving images, or both. The word derives from the Latin verb narrare, "to tell", which is derived from the adjective gnarus, "knowing" or "skilled".
A narrative thread, or plot thread, refers to particular elements and techniques of writing to center the story in the action or experience of characters rather than to relate a matter in a dry "all-knowing" sort of narration. Thus the narrative threads experienced by different but specific characters or sets of characters are those seen in the eyes of those characters that together form a plot element or subplot in the work of fiction. In this sense, each narrative thread is the narrative portion of a work that pertains to the world view of the participating characters cognizant of their piece of the whole, and they may be the villains, the protagonists, a supporting character, or a relatively disinterested official utilized by the author, each thread of which is woven together by the writer to create a work.
Networked narratives can be seen as being defined by their rejection of narrative unity. [1] As a consequence, such narratives escape the constraints of centralized authorship, distribution, and storytelling. One of the most visible forms of networked narrative has been the alternate reality game, an interactive scenario that is experienced through multiple channels and adapts to player behavior. Additionally, networked narratives have been represented in films such as Crash and Syriana through highly decentralized, threaded plots. [2]
An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
A film, also called a movie, motion picture, moving picture, or photoplay, is a series of still images that, when shown on a screen, create the illusion of moving images. This optical illusion causes the audience to perceive continuous motion between separate objects viewed in rapid succession. The process of filmmaking is both an art and an industry. A film is created by photographing actual scenes with a motion-picture camera, by photographing drawings or miniature models using traditional animation techniques, by means of CGI and computer animation, or by a combination of some or all of these techniques, and other visual effects.
Crash is a 2004 American drama film produced, directed, and co-written by Paul Haggis. The film features racial and social tensions in Los Angeles. A self-described "passion piece" for Haggis, Crash was inspired by a real-life incident, in which his Porsche was carjacked in 1991 outside a video store on Wilshire Boulevard.
Marco Deseriis breaks down networked narratives in three central functions: denotative, performing, and pragmatic. [3] He claims that socially-created networked narratives:
1. Represent an initially unsolved conflict, dilemma, or other situation.
2. Invite viewers to perform a role in the story.
3. Are oriented around a system of beliefs or ethics that resonating with participants and allows them to create new stories.
Internet activism, hacktivism, and the free software movement are principal examples of such narratives in practice. While adherents to these movements tend to share a common ethos, there is no central authority - the direction of the narrative hinges on its participants.
Internet activism is the use of electronic communication technologies such as social media, e-mail, and podcasts for various forms of activism to enable faster and more effective communication by citizen movements, the delivery of particular information to large and specific audiences as well as coordination. Internet technologies are used for cause-related fundraising, community building, lobbying, and organizing. A digital activism campaign is "an organized public effort, making collective claims on a target authority, in which civic initiators or supporters use digital media." Research has started to address specifically how activist/advocacy groups in the U.S. and Canada are using social media to achieve digital activism objectives.
In Internet activism, hacktivism or hactivism is the use of technology to promote a political agenda or a social change. With roots in hacker culture and hacker ethics, its ends are often related to the free speech, human rights, or freedom of information movements.
The free software movement (FSM) or free/open-source software movement (FOSSM) or free/libre open-source software movement (FLOSSM) is a social movement with the goal of obtaining and guaranteeing certain freedoms for software users, namely the freedom to run the software, to study and change the software, and to redistribute copies with or without changes. Although drawing on traditions and philosophies among members of the 1970s hacker culture and academia, Richard Stallman formally founded the movement in 1983 by launching the GNU Project. Stallman later established the Free Software Foundation in 1985 to support the movement.
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A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.
Storytelling describes the social and cultural activity of sharing stories, sometimes with improvisation, theatrics, or embellishment. Every culture has its own stories or narratives, which are shared as a means of entertainment, education, cultural preservation or instilling moral values. Crucial elements of stories and storytelling include plot, characters and narrative point of view.
Social network analysis (SNA) is the process of investigating social structures through the use of networks and graph theory. It characterizes networked structures in terms of nodes and the ties, edges, or links that connect them. Examples of social structures commonly visualized through social network analysis include social media networks, memes spread, information circulation, friendship and acquaintance networks, business networks, social networks, collaboration graphs, kinship, disease transmission, and sexual relationships. These networks are often visualized through sociograms in which nodes are represented as points and ties are represented as lines. These visualizations provide a means of qualitatively assessing networks by varying the visual representation of their nodes and edges to reflect attributes of interest.
Interactive storytelling is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly.
Henry Jenkins III is an American media scholar and Provost Professor of Communication, Journalism, and Cinematic Arts, a joint professorship at the University of Southern California (USC) Annenberg School for Communication and Journalism and the USC School of Cinematic Arts. He also has a joint faculty appointment with the USC Rossier School of Education. Previously, Jenkins was the Peter de Florez Professor of Humanities as well as co-founder and co-director of the Comparative Media Studies program at the Massachusetts Institute of Technology (MIT). He has also served on the technical advisory board at ZeniMax Media, parent company of video game publisher Bethesda Softworks. In 2013, he was appointed to the board that selects the prestigious Peabody Award winners.
Digital storytelling is a short form of digital media production that allows everyday people to share aspects of their story. The media used may include the digital equivalent of film techniques, stills, audio only, or any of the other forms of non-physical media which individuals can use to tell a story or present an idea.
Media activism is a broad category of activism that utilizes media and communication technologies for social and political movements. Methods of media activism include publishing news on websites, creating video and audio investigations, spreading information about protests, and organizing campaigns relating to media and communications policies.
Lance Weiler is an American filmmaker and writer from Pennsylvania. He first was known for The Last Broadcast (1997), a found footage horror film which he co-wrote, co-produced, co-directed, and co-starred in with Stefan Avalos. The Last Broadcast made cinematic history on October 23, 1998 as the first all-digital release of motion picture to be store and forward via geosynchronous satellite. Initially working as an assistant cameraman and camera operator on large commercial shoots, in Pennsylvania and later New York City, Weiler is known for increasing work in experimental combinations of film, AI, gaming and related media.
HASTAC is a virtual organization of more than 14,000 individuals and institutions dedicated to innovative new modes of learning and research in higher education, K-12, and lifelong learning. HASTAC network members contribute to the community by sharing work and ideas with others via the open-access website, by hosting HASTAC conferences and workshops online or in their region, by initiating conversations, or by working collaboratively with others in the HASTAC network.
Digital journalism, also known as online journalism, is a contemporary form of journalism where editorial content is distributed via the Internet, as opposed to publishing via print or broadcast. What constitutes digital journalism is debated by scholars; however, the primary product of journalism, which is news and features on current affairs, is presented solely or in combination as text, audio, video, or some interactive forms like newsgames, and disseminated through digital media technology.
Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies, not to be confused with traditional cross-platform media franchises, sequels, or adaptations, but usually working together with these other mediums.
Narrative medicine is a medical approach that utilizes people's narratives in clinical practice, research, and education as a way to promote healing. It aims to address the relational and psychological dimensions that occur in tandem with physical illness, with an attempt to deal with the individual stories of patients. In doing this, narrative medicine aims not only to validate the experience of the patient, but also to encourage creativity and self-reflection in the physician.
A networked music performance or network musical performance is a real-time interaction over a computer network that enables musicians in different locations to perform as if they were in the same room. These interactions can include performances, rehearsals, improvisation or jamming sessions, and situations for learning such as master classes. Participants may be connected by "high fidelity multichannel audio and video links" as well as MIDI data connections and specialized collaborative software tools. While not intended to be a replacement for traditional live stage performance, networked music performance supports musical interaction when co-presence is not possible and allows for novel forms of music expression. Remote audience members and possibly a conductor may also participate.
Immersive Journalism is a form of journalism production that allows first person experience of the events or situations described in news reports and documentary film. Using 3D gaming and immersive technologies that create a sense of "being there" and offer the opportunity to personally engage with a story, immersive journalism puts an audience member directly into the event. By accessing a virtual version of the location where the story is occurring as a witness/participant, or by experiencing the perspective of a character depicted in the news story, the audience could be afforded unprecedented access to the sights and sounds, and even the feelings and emotions, which accompany the news.
Helen Varley Jamieson is a digital media artist, playwright, performer, director and producer from New Zealand. She "is engaged in an ongoing exploration of the collision between theatre and the internet." Since 1997 she has been working on the internet professionally. In the year 2000 Helen Varley Jamieson coined the term cyberformance. This term is a combination of two words, cyberspace and performance. Jamieson states that "cyberformance can be located as a distinct form within the subsets of networked performance and digital performance, and within the overall form of theatre, as it is a live performance form with an audience that is complicit in the completion of the work in real time."
A blockchain, originally block chain, is a growing list of records, called blocks, which are linked using cryptography. Each block contains a cryptographic hash of the previous block, a timestamp, and transaction data.