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Embedded Madness: Mad Narrators and Possible WorldsBrason, Eloise January 2019 (has links)
Madness has long been a popular theme for literature, featuring as a trope of horror, mystery, tragedy and comedy genres in varying degrees of amplitude. The topic has provided a significant access point for analysing historical, socio-political and cultural issues as it addresses controversial themes of alienation and criminality as well as philosophical theories of perception and consciousness. As a result, studies on the representation of madness in literature have been dominated by historical approaches that focus directly on social, political, philosophical and psychoanalytical interpretive models. Comparatively little has been done to analyse madness in literature from a narratological perspective. It is for this reason that I will conduct a narratological study on the impact of madness on narrative and fictional world structures. I am specifically interested in the way in which madness can be embedded across multiple levels of the narrative and the effect that this has on readers’ imaginative and interpretive processes. Close readings of Chuck Palahniuk’s Fight Club (1996) Bret Easton-Ellis’ American Psycho (1991) and John Banville’s The Book of Evidence (1989) will uncover some of the techniques that are used to embed madness into the textual and imaginative structures of a narrative, and will demonstrate how this works to deceive and challenge the reader. I will demonstrate the need for an expansion of terms within the narratological model that can cope specifically with the theme of madness.
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The Non-World : Inaccessibility and Law in Charles Dickens' Bleak HouseFoster, Jonathan January 2016 (has links)
The representation of Chancery court in Charles Dickens’ Bleak House (1852-3) emphasises the inaccessibility of this institution to members of the laity. Dickens’ critique of Chancery chimes with Pierre Bourdieu’s sociological description of law as a formalistic social field defined by practices of exclusion. Dickens’ Chancery is however further inaccessible since it departs from Dickens’ laypeople’s horizons of expectation as a bureaucratic organisation characterised by its structural dispersion and the generation of great quantities of writing. This thesis therefore scrutinises Dickens’ treatment of Chancery in light of media-theoretical and geocritical, as well as sociological, frameworks and perspectives. This essay demonstrates that Dickens’ account of the institution of Chancery as conceptually inaccessible amounts to what I term a non-world heuristic. I contend that Dickens’ take on law anticipates what Fredric Jameson famously theorises as the dizzying “global world system” of late capitalism; the non-world heuristic of Bleak House—which combats disorientation in the social domain of law—may thus be understood as an early example of what Jameson terms an “aesthetic of cognitive mapping.” The non-world heuristic, this thesis proposes, likely has a role to play also in fictional attempts to cognitively map the global world system. I theorise the non-world heuristic in light of the discourse on accessibility in possible-worlds theory and the Kantian sublime, finding that the sublime non-world of Chancery is made accessible as inaccessible and that this dynamic is integral to Dickens’ aesthetic both as a maker of cognitive maps and as a realist novelist.
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The hypertextual experience : digital narratives, spectator, performanceSwift, Elizabeth January 2014 (has links)
This thesis demonstrates how the dynamics of hypertext fiction can inform an understanding of spectatorial practices provoked by contemporary performance and installation work. It develops the notion of the ‘hypertextual experience’ to encapsulate the particular qualities of active user engagement instigated by the unstable aesthetic environments common to digital and non-digital artworks. The significance and application of this term will be refined through an examination of different works in each of the study’s six chapters. Those discussed are as follows: Performances: Susurrus, by David Leddy; Love Letters Straight from the Heart and Make Better Please, by Uninvited Guests; The Waves, by Katie Mitchell; House/ Lights and Route 1 & 9, by the Wooster Group; Two Undiscovered Amerindians Discover the West, by Coco Fusco and Guillermo Gómez-Peña. Digital works: Afternoon (1987) by Michael Joyce; Victory Garden (1992) by Stuart Moulthrop; TOC by Steve Tomasula; The Princess Murderer by Deena Larsen. Installations: H.G. and Mozart’s House, by Robert Wilson; Listening Post, by Mark Hanson and Ben Rubin. In developing and discussing the hypertextual experience the thesis uses a number of conceptual frameworks and draws on philosophical perspectives and digital theory. A central part of the study employs an adaptation of possible worlds theory that has been recently developed by digital theorists for examining hypertext fiction. I extend this application to installation and performance and explore the implications of framing a spectator’s experience in terms of a hypertextual structure which foregrounds its performative operations and its engagement with machinic processes.
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Transferentiality :|bmapping the margins of postmodern fiction / H. de G. Laurie.Laurie, Henri De Guise January 2013 (has links)
This thesis starts from the observation that, while it is common for commentators to divide postmodern fiction into two general fields – one experimental and anti-mimetic, the other cautiously mimetic, there remains a fairly significant field of postmodern texts that use largely mimetic approaches but represent worlds that are categorically distinct from actuality. This third group is even more pronounced if popular culture and “commercial” fiction, in particular sf and fantasy, are taken into account. Additionally, the third category has the interesting characteristic that the texts within this group very often generate unusual loyalty among its fans.
Based on a renewed investigation of the main genre critics in postmodern fiction, the first chapter suggests a tripartite division of postmodern fiction, into formalist, metamimetic, and transreferetial texts. These are provisionally circumscribed by their reference worlds: formalist fiction attempts to derail its own capacity for presenting a world; metamimetic fiction presents mediated versions of worlds closely reminiscent of actuality; and transreferential fiction sets its narrative in worlds that are experienced as such, but are clearly distinct from actuality.
If transreferential fiction deals with alternate worlds, it also very often relies on the reader’s immersion in the fictional world to provide unique, often subversive, fictional experiences. This process can be identified as the exploration of the fictional world, and it is very often guided so as to be experienced as a virtual reality of sorts.
If transreferential texts are experienced as interactive in this sense, it is likely that they convey experiences and insights in ways different from either of the other two strands of postmodern fiction.
In order to investigate the interactive experience provided by these texts, an extended conceptual and analytical set is proposed, rooted primarily in Ricoeurian hermeutics and possible-worlds theory. These two main theoretical approaches approximately correspond to the temporal and the spatial dimensions of texts, respectively. Much of the power of these texts rooted in the care they take to guide the reader through their fictional worlds and the experiences offered by the narrative, often at the hand of fictioninternal ‘guides’.
These theoretical approaches are supplement by sf theoretical research and by Aleid Fokkema’s study of postmodern character.
Chapters 3, 4, and 5 apply the theoretical toolset to three paradigmatic transreferential texts: sf New Wave author M John Harrison’s Viriconium sequence; Gibson’s Sprawl trilogy; and Jeff Noon’s Vurt and Pollen, texts that have much in common with cyberpunk but which make much more extensive use of formalist techniques. Each chapter has a slightly different main focus, matching the text in question, respectively: aesthetic parameters and worldcreation strategies of transreferential fiction; close “guidance” of the reader and extrapolation; and virtual reality and identity games.
The final chapter presents the findings from the research conducted in the initial study. The findings stem from the central insight that transreferential texts deploy a powerful suit of mimetic strategies to maximise immersion, but simultaneously introduce a variety of interactive strategies. Transreferential fiction balances immersion against interactivity, often by selectively maximising the mimesis of some elements while allowing others to be presented through formalist strategies, which requires a reading mode that is simultaneously immersive and open to challenging propositions. A significant implication of this for critical studies – both literary and sf – is that the Barthesian formalist reading model is insufficient to deal with transreferential texts. Rather, texts like these demand a layered reading approach which facilitates immersion on a first reading and supplements it critically on a second.
The final chapter further considers how widely and in what forms the themes and strategies found in the preceding chapters recur in other texts from the proposed transreferential supergenre, including sf, magic realist and limitpostmodernist texts. / Thesis (PhD (English))--North-West University, Potchefstroom Campus, 2013.
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Transferentiality :|bmapping the margins of postmodern fiction / H. de G. Laurie.Laurie, Henri De Guise January 2013 (has links)
This thesis starts from the observation that, while it is common for commentators to divide postmodern fiction into two general fields – one experimental and anti-mimetic, the other cautiously mimetic, there remains a fairly significant field of postmodern texts that use largely mimetic approaches but represent worlds that are categorically distinct from actuality. This third group is even more pronounced if popular culture and “commercial” fiction, in particular sf and fantasy, are taken into account. Additionally, the third category has the interesting characteristic that the texts within this group very often generate unusual loyalty among its fans.
Based on a renewed investigation of the main genre critics in postmodern fiction, the first chapter suggests a tripartite division of postmodern fiction, into formalist, metamimetic, and transreferetial texts. These are provisionally circumscribed by their reference worlds: formalist fiction attempts to derail its own capacity for presenting a world; metamimetic fiction presents mediated versions of worlds closely reminiscent of actuality; and transreferential fiction sets its narrative in worlds that are experienced as such, but are clearly distinct from actuality.
If transreferential fiction deals with alternate worlds, it also very often relies on the reader’s immersion in the fictional world to provide unique, often subversive, fictional experiences. This process can be identified as the exploration of the fictional world, and it is very often guided so as to be experienced as a virtual reality of sorts.
If transreferential texts are experienced as interactive in this sense, it is likely that they convey experiences and insights in ways different from either of the other two strands of postmodern fiction.
In order to investigate the interactive experience provided by these texts, an extended conceptual and analytical set is proposed, rooted primarily in Ricoeurian hermeutics and possible-worlds theory. These two main theoretical approaches approximately correspond to the temporal and the spatial dimensions of texts, respectively. Much of the power of these texts rooted in the care they take to guide the reader through their fictional worlds and the experiences offered by the narrative, often at the hand of fictioninternal ‘guides’.
These theoretical approaches are supplement by sf theoretical research and by Aleid Fokkema’s study of postmodern character.
Chapters 3, 4, and 5 apply the theoretical toolset to three paradigmatic transreferential texts: sf New Wave author M John Harrison’s Viriconium sequence; Gibson’s Sprawl trilogy; and Jeff Noon’s Vurt and Pollen, texts that have much in common with cyberpunk but which make much more extensive use of formalist techniques. Each chapter has a slightly different main focus, matching the text in question, respectively: aesthetic parameters and worldcreation strategies of transreferential fiction; close “guidance” of the reader and extrapolation; and virtual reality and identity games.
The final chapter presents the findings from the research conducted in the initial study. The findings stem from the central insight that transreferential texts deploy a powerful suit of mimetic strategies to maximise immersion, but simultaneously introduce a variety of interactive strategies. Transreferential fiction balances immersion against interactivity, often by selectively maximising the mimesis of some elements while allowing others to be presented through formalist strategies, which requires a reading mode that is simultaneously immersive and open to challenging propositions. A significant implication of this for critical studies – both literary and sf – is that the Barthesian formalist reading model is insufficient to deal with transreferential texts. Rather, texts like these demand a layered reading approach which facilitates immersion on a first reading and supplements it critically on a second.
The final chapter further considers how widely and in what forms the themes and strategies found in the preceding chapters recur in other texts from the proposed transreferential supergenre, including sf, magic realist and limitpostmodernist texts. / Thesis (PhD (English))--North-West University, Potchefstroom Campus, 2013.
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The Fictional World of Ernest Hemingway’s The Old Man and The Sea: Emic and Etic Perspectives on its WorldbuildingLöfström, Alexander January 2024 (has links)
Reading is a past time activity that is popular all around the world. It is something thathelps us escape reality and put our focus elsewhere. When immersing yourself in afictional world, it can be intriguing to think of how it was created. When we think ofworld-building, we think especially of fantasy works such as The Lord of The Rings orSF classics such as Dune takes place. But what about fictional worlds that are closer tothe world known by its readers? Ernest Hemingway based his novel The Old Man andThe Sea on the actual world, which makes it believable and relatable. Most previousstudiesfocus on underlying meanings of the narrative, on metaphors orstylistic choices.It is a novel that is narratively limited to one man and a fish out in the open ocean, butit still feels as if the world surrounding them is vast. Hemingway was known for usinga simple style when creating his fictional worlds and this essay will try to comprehendhow he managed to create such an intricate world by following one simple fishermanand his struggle with the biggest fish of his life. In this essay I will argue that the useof an emic point of view – using the perception of the protagonist Santiago – invitesthe reader to recenter to one point in this vast world, while the occasional intrusion ofan etic perspective establishes a connection between the narrator and reader thatlocalizes Santiago’s point of view.
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16 sätt att yla : Narratologiska anaylser av Porpentines Howling Dogs och Abigail Corfmans 16 Ways to Kill a Vampire at McDonalds / 16 ways to howl : Analyzing Porpentine’s Howling Dogs and Abigail Corfman’s 16 Ways to Kill a Vampire at McDonaldsZúniga Elfström, Love January 2020 (has links)
I denna uppsats analyseras spelen Howling Dogs och 16 Ways to Kill a Vampire at McDonalds ur ett narratologiskt perspektiv. Huvuddelen av analysen fokuserar på hur hypertextens mediala förhållanden påverkar relationen mellan spelaren och narrativet samt på förhållandet mellan berättare och lyssnarinstans. Analysen baserar sig på metoder med utgångspunkt i possible worlds theory, formulerat av Alice Bell. Uppsatsen exemplifierar hur man går till väga i analys av texter med ett starkt deiktiskt förhållande mellan texten och läsaren. Syftet är att undersöka existerande metoder och att förbättra dem, tillika en, möjligtvis naiv, förhoppning om att komma ett steg närmare ett större litteraturvetenskapligt intresse gällande vad spel kan tillföra litteraturvetenskapen. / This essay contains narratological analyses of the games Howling Dogs and 16 Ways to Kill a Vampire at McDonalds. The analyses are focused on the hypertext’s medial impact on the relations between user and narrative as well as narrator and narratee. The work is based on methods using possible worlds theory, created by theorists such as Alice Bell. A main purpose here is to further exemplify how to analyze texts having a deictic effect between themselves self and their readers. The purpose here is thus to test existing methods and further develop them. This purpose is also motivated by a, possibly naïve, hope of getting one step closer to a wider acknowledgement of how games can contribute to the subject of literature.
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