Narrativität vs. Interaktivität : Zur Gattungsdifferenzierung von Hyperfiction und Computergames
Published in:
- Diegesis. - 2014, vol. 3, no. 1, p. 24-39
English
This article explores the relationship between games and narratives by analyzing electronic texts (Elfriede Jelinek: Neid, Privatroman [2007-2008]; Michael Joyce: Afternoon, A Story [1987]), but also video games (Zork [Infocom 1980-1982]; Mass Effect [BioWare 2007-2012]) with respect to interactivity and narrativity. The analysis suggests that interactivity and narrativity are not mutually exclusive, but that the relationship between the two gradable categories is inversely recip-rocal in such a way that an increase of interactivity is possible only at the ex-pense of narrativity. My hypothesis is that this relationship may be explained if we consider eventfulness to be a part of narrativity: Eventfulness in narratives presupposes that events have consequences for the characters; such conse-quences, however, tend to limit the scope of interactivity.
-
Faculty
- Faculté des lettres et des sciences humaines
-
Department
- Département de germanistique
-
Language
-
-
Classification
-
Literature
- Other electronic version
-
Veröffentlichte Version
-
License
-
License undefined
-
Identifiers
-
-
Persistent URL
-
https://folia.unifr.ch/unifr/documents/309183
Statistics
Document views: 81
File downloads:
- MuellerRalph_Diegesis_2014.pdf: 144