Networked narrative

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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.

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Networked narratives as decentralized stories

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.

Film sequence of images that give the impression of movement

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.

<i>Crash</i> (2004 film) 2004 American film by Paul Haggis

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.

Networked narratives as social movements

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.

Free software movement Social and political movement

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.

Notes

  1. Walker, Jill (21 September 2004). Distributed Narrative: Telling Stories Across Networks (PDF). Association of Internet Researchers - Internet Research 5.0. Retrieved 23 April 2013.
  2. Beal, Wesley; Lavin, Stacy (17 May 2011). "Theorizing Connectivity: Modernism and the Network Narrative". Digital Humanities Quarterly. Alliance of Digital Humanities Organizations. 5 (2). ISSN   1938-4122 . Retrieved 23 April 2013.
  3. Deseriis, Marco. "Online Activism as a Participatory Form of Storytelling". Art and Activism in the Age of Globalization. Retrieved 23 April 2013.


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