This article needs additional citations for verification .(November 2022) |
A visual narrative (also visual storytelling) [1] is a story told primarily through the use of visual media. This can be images in the mind, digital, and traditional media. [2] The story may be told using still photography, illustration, or video, and can be enhanced with graphics, music, voice and other audio.
The term "visual narrative" has been used to describe several genres of visual storytelling, from news and information (photojournalism, the photo essay, the documentary film) to entertainment (art, movies, television, comic books, the graphic novel). In short, any kind of a story, told visually, is a visual narrative.
It can also be used as a form of visual communication as people naturally use stories to understand the world and express their stories. In some circumstances, visual narrative can be misleading, misinformative, or disinformative. [2]
The visual narrative has also been of interest to the academic community as scholars, thinkers and educators have sought to understand the impact and power of image and narrative in individuals and societies. The corresponding discipline is called visual narratology . [3]
Visual narrative might include:
Dana Clancy curated her MFA program at CFA to visual narrative where they will be exploring narrative art in both visual and written forms. She allowed her students to explore different types of media and genres. [4]
Storytelling is the social and cultural activity of sharing stories, sometimes with improvisation, theatrics or embellishment. Every culture has its own 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. The term "storytelling" can refer specifically to oral storytelling but also broadly to techniques used in other media to unfold or disclose the narrative of a story.
In comics studies, sequential art is a term proposed by comics artist Will Eisner to describe art forms that use images deployed in a specific order for the purpose of graphic storytelling or conveying information. The best-known example of sequential art is comics.
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.
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.
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.
Narratology is the study of narrative and narrative structure and the ways that these affect human perception. The term is an anglicisation of French narratologie, coined by Tzvetan Todorov. Its theoretical lineage is traceable to Aristotle (Poetics) but modern narratology is agreed to have begun with the Russian formalists, particularly Vladimir Propp, and Mikhail Bakhtin's theories of heteroglossia, dialogism, and the chronotope first presented in The Dialogic Imagination (1975).
Digital storytelling is a short form of digital media production that allows everyday people to create and share their stories online. The method is frequently used in schools, museums, libraries, social work and health settings, and communities. They are thought to have educational, democratizing and even therapeutic effects.
Narrative journalism, also referred to as literary journalism, is defined as creative nonfiction that contains accurate, well-researched information. It is related to immersion journalism, where a writer follows a subject or theme for a long period of time and details an individual's experiences from a deeply personal perspective.
Jason Mittell is a professor of American studies and film and media culture at Middlebury College whose research interests include the history of television, media, culture, new media, and digital humanities. He is author of four books, Genre and Television (2004), Television and American Culture (2009), Complex TV: The Poetics of Contemporary Television Storytelling, and Narrative Theory and Adaptation. He also co-edited How To Watch Television and co-authored The Videographic Essay: Practice and Pedagogy. His digital-humanities activities focus primarily on videographic media criticism and, in 2015, he co-founded the first "Scholarship in Sound & Image" workshop, supported by a grant from the National Endowment for the Humanities. Moreover, he is journal manager and co-editor of [in]Transition: Journal of Videographic Film & Moving Studies, published by the Open Library of Humanities and supported by the Society for Cinema and Media Studies.
Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
A film, also called a movie, motion picture, moving picture, picture, photoplay, or flick—is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, emotions, or atmosphere through the use of moving images that are generally accompanied by sound and other sensory stimulations. The word "cinema" is a shortening of the word "cinematography" and is used to refer to either filmmaking, the film industry, the overall art form, or a movie theater.
Narrative photography is the idea that photographs can be used to tell a story. Allen Feldman stated that "the event is not what happens, the event is that which can be narrated". Because photography captures single discrete moments, and narrative as described by Jerome Bruner is irreducibly temporal, it might seem photography cannot actually represent narrative structure. Susan Sontag made this objection in her book, On Photography.
Comics has developed specialized terminology. Several attempts have been made to formalize and define the terminology of comics by authors such as Will Eisner, Scott McCloud, R. C. Harvey and Dylan Horrocks. Much of the terminology in English is under dispute, so this page will list and describe the most common terms used in comics.
Multimodality is the application of multiple literacies within one medium. Multiple literacies or "modes" contribute to an audience's understanding of a composition. Everything from the placement of images to the organization of the content to the method of delivery creates meaning. This is the result of a shift from isolated text being relied on as the primary source of communication, to the image being utilized more frequently in the digital age. Multimodality describes communication practices in terms of the textual, aural, linguistic, spatial, and visual resources used to compose messages.
Maria Gertrudis "Mieke" Bal is a Dutch cultural theorist, video artist, and Professor Emerita in Literary Theory at the University of Amsterdam. Previously, she was also Academy Professor of the Royal Netherlands Academy of Arts and Sciences and co-founder of the Amsterdam School for Cultural Analysis at the University of Amsterdam.
Transmediality is a term used in intermediality studies, narratology, and new media studies (in particular in the phrase ‘transmedia storytelling’ derived from Henry Jenkins, to describe phenomena which are non-media specific, meaning not connected to a specific medium, and can therefore be realized in a large number of different media, such as literature, art, film, or music. The medium from which a given phenomenon originated is either irrelevant or impossible to determine; it is not an adaptation of a phenomenon from one medium to another.
In feminist theory, the male gaze is the act of depicting women and the world in the visual arts and in literature from a masculine, heterosexual perspective that presents and represents women as sexual objects for the pleasure of the heterosexual male viewer. The concept was first articulated by British feminist film theorist Laura Mulvey in her 1975 essay, Visual Pleasure and Narrative Cinema. Mulvey's theory draws on historical precedents, such as the depiction of women in European oil paintings from the Renaissance period, where the female form was often idealized and presented from a voyeuristic male perspective. Art historian John Berger, in his work Ways of Seeing (1972), highlighted how traditional Western art positioned women as subjects of male viewers’ gazes, reinforcing a patriarchal visual narrative.
Indigenous futurisms is a movement in literature, visual art, comics, video games, and other media that expresses Indigenous perspectives of the future, past, and present in the context of science fiction and related sub-genres. Such perspectives may reflect Indigenous ways of knowing, oral history, historical or contemporary politics, and cultural perspectives.