ZAA 2015; 63(4):

Similar documents
Marie-Laure Ryan and Jan-Noël Thon (Eds.) Storyworlds across Media: Toward a Media-Conscious Narratology

Storyworlds across Media

No Story Is an Island: Storyworlds Across Media

FICTION: Understanding the Text

Branding Game of Thrones Across Media: HBO s Visual Creation of a Brand Identity

The Challenge of Transmedia: Consistent User Experiences

Daniel Stein and Jan-Noël Thon,

CHAPTER I INTRODUCTION. research methodology, clarification of terms, and organization of the paper.

GLOSSARY for National Core Arts: Media Arts STANDARDS

Ludology. Bo Kampmann Walther Center for Media Studies, SDU 2005

Overwatch as a Shared Universe: Game Worlds in a Transmedial Franchise

Bachelor s Degree in Audiovisual Communication. 3 rd YEAR Sound Narrative ECTS credits: 6 Semester: 1. Teaching Objectives

YEAR 7 & 8 THE ARTS. The Visual Arts

TELEVISION STUDIES OCW UC3M. Topic VII. Television Audiences: Consumption and Fandom.

NARRATIVE SPACE ARCHITECTURE AND DIGITAL MEDIA

IMMERSIVE, INTERACTIVE VIRTUAL WORLDS : AN INVESTIGATION INTO THE RELATIONSHIP BETWEEN DESIGN AND PLAYER EXPERIENCE

CHAPTER I INTRODUCTION. The word literature is derived from the word litera in Latin which

in SCREENWRITING MASTER OF ARTS One-Year Accelerated LOCATION LOS ANGELES, CALIFORNIA

The Character-World Relationship

Leading into the Franchise. Remediation as (Simulated) Transmedia World. The Case of Scott Pilgrim

LESS FOCUS ON COMICS THAN STATED. by Jani Ylönen

Lindenstr. 35, Berlin / Ryszard Wasko Portfolio of selected works

TV Categories. Call for Entries Deadlines Pricing. National: 1 Actress in a Leading Role - Comedy or Musical [TV National]

Which of these images is a bouba and which is a kiki?

UNIVERSITY OF TARTU DEPARTMENT OF ENGLISH STUDIES. NARRATIVE IN MASS EFFECT 3 MA thesis. KARL JAAGOLA SUPERVISOR: Assoc. Prof.

Design Fiction as a service design approach

TV Categories. Call for Entries Deadlines Pricing. National:

Brief Contents PART 1 FRAMEWORK 1

10/30/2013. Game User Experience. Langxuan James Yin October 28, A History of Games. The Cathode Ray Amusement Device (1947)

GRAPHIC. Educational programme

Understanding Genre An approach to popular film

Writing About Comics and Graphic Novels

Game Design. Review of Jesper Juul s Half-Real: Video Games between Real Rules and Fictional Worlds. Simon Cutajar

An Introduction to the Graphic Novel

in SCREENWRITING MASTER OF FINE ARTS Two-Year Accelerated

MEDIA AND INFORMATION

WIMPing Out: Looking More Deeply at Digital Game Interfaces

Photobooth Project. Name:

Elements of Short Story / Literary Techniques (Narrative Techniques)

1. INTRODUCTION. prose fiction, poetry, drama, and nonfiction prose. From the four genres, the

Immersion at the Intersection of Technology, Subjectivity and Culture: An Analysis of Silent Hill 2

INTERACTIVE SKETCHING OF THE URBAN-ARCHITECTURAL SPATIAL DRAFT Peter Kardoš Slovak University of Technology in Bratislava

The Near Future Design Methodology

Make Comics Like The Pros: The Inside Scoop On How To Write, Draw, And Sell Your Comic Books And Graphic Novels PDF

Category Discussion Guides

CINEMA AND MEDIA ARTS (CNMA)

Graphic Novel/Comics Terms and Concepts

News article Summary (succinct) lead; inverted pyramid structure; direct quotes.

financial risk? Whose theory is this? (not in text) David Hesmondhalgh 5 Who is producing low budget games & why is it easier to release them

Crossing the Borders: Reality, desire and Imagination in Australian, New Zealand and the Pacific lives, literatures and cultures

THE 51st ANNUAL AWGIE AWARDS CATEGORIES AND CONDITIONS OF ENTRY

INTRODUCTION. There have been various attempts to define what literature is. Wallek and

A SPATIAL ILLUSION. Isometric Projection in the East

Centre for Communication, Cultural and Media Studies PhD Bursary Topics 2019

Digital and Non-Digital Media. Media 8 and 9

Storytelling in the New Hollywood: Understanding Classical Narrative Technique

Fourth LACE Winter School Narrative Values, the Value of Narratives. (January 28-February 1, 2019)

Ghost in the Shell. Japanese cyberpunk animé film

Individual Test Item Specifications

HOW TO CREATE A SERIOUS GAME?

Bellagio Center Creative Arts Fellowship CHEN SHAOXIONG CHEN

Holocaust through Hollywood s Eyes

Luchs and Adams It s a Comic Life

Lecture 3: Narrative Form. Professor Michael Green

On the Emergence and Diffusion of Cultural Innovations: The Cubist Aesthetic in Twenty-first Century Television Programming

THE 52nd ANNUAL AWGIE AWARDS CATEGORIES AND CONDITIONS OF ENTRY

CHAPTER 1 INTRODUCTION. to know about life, as Wellek and Warren said in their book Theory of

Edinburgh Research Explorer

Changing and Transforming a Story in a Framework of an Automatic Narrative Generation Game

CISC 1600 Introduction to Multi-media Computing

Art History. Art History - Art History MLitt /9 - August Programme Requirements:

Periodic Table of Life Storytelling Elements Basic Story Elements Advanced Story Elements Writing Elements Editing Elements

What is exhibition design?

This is an electronic reprint of the original article. This reprint may differ from the original in pagination and typographic detail.

POTTSTOWN SCHOOL DISTRICT

On Conan Doyle: Or, The Whole Art Of Storytelling (Writers On Writers) By Michael Dirda

Chapter 4 Summary Working with Dramatic Elements

Site. General Requirements Evaluation*

Holocaust through Hollywood s Eyes

LT102 The Contemporary Novel

Narrative Guidance. Tinsley A. Galyean. MIT Media Lab Cambridge, MA

This skills covered in this unit will help prepare students for the AQA English Language exam Paper 1: Sections A & B

COMMUNICATION AND CULTURE PROGRAMME SUBJECT IN PROGRAMMES FOR SPECIALIZATION IN GENERAL STUDIES

Envision original ideas and innovations for media artworks using personal experiences and/or the work of others.

PUBLIC RELATIONS PRCM EFFECTIVE FALL 2016

Essay No. 1 ~ WHAT CAN YOU DO WITH A NEW IDEA? Discovery, invention, creation: what do these terms mean, and what does it mean to invent something?

396 Japanese Journal of Religious Studies 43/ 2 (2016)

Myst and Riven. Wolf, Mark J. Published by University of Michigan Press. For additional information about this book

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas

2015 Arizona Arts Standards. Media Arts Standards K - High School

The TV as a radio. Abstract

The appeal of Pokémon Go is in large part due to the game s introduction of locative

Achievement Targets & Achievement Indicators. Compile personally relevant information to generate ideas for artmaking.

and Starring Jerry Bruckheimer as Picasso : The Cubist Revival in Twenty-first Century Television Programming

Creating Scientific Concepts

FISM JUDGING GUIDELINES

Intro. to Short Stories & Review of Literary Elements. Mrs. Lima English 9 Honors

Marketing and Designing the Tourist Experience

Genre Characteristics Writing Essentials by Regie Routman (Heinemann: Portsmouth, NH); 2005

I. THE CINEMATOGRAPHER

Transcription:

ZAA 2015; 63(4): 472 476 Marie-Laure Ryan and Jan-Noël Thon, eds. Storyworlds across Media: Toward a Media-Conscious Narratology. Lincoln, NE: University of Nebraska Press, 2014. Pb. 363 pp. $ 35.00. ISBN 978-0-8032-4563-1. Reviewed by: PD Dr. Jan Alber, Aarhus Institute of Advanced Studies, Aarhus University, Høegh-Guldbergs Gade 6B, 8000 Aarhus C, Denmark, e-mail: janalber@aias.au.dk DOI 10.1515/zaa-2015-0042 Storyworlds across Media is an outstanding sequel to Narrative across Media (edited by Ryan in 2004) that deals with the current proliferation of worlds

Book Reviews 473 in different media. The collection looks at Henry Jenkins s media convergence from a narratological angle: it places storyworlds and narrativity (i.e. the quality that makes a narrative a narrative) at the centre of the new convergence culture. In this context, the contributions demonstrate that the storyworld is an indispensable tool with regard to analyses of our media-saturated age. Among other things, they address multimodal representations of narrative worlds (e.g. in comics, computer games, films, graphic and multimodal novels, as well as video games), worlds that cut across various instalments (as in serial television), and transmedia worlds that develop in different platforms and often have multiple creators (e.g. franchises or the user-driven material of fan fiction). The anthology consists of three parts. Part I deals with transmedially applicable and medium-specific concepts. Marie-Laure Ryan provides definitions of the terms medium and storyworld and illustrates that the concept of the storyworld allows critics to distinguish world-internal and world-external elements across media and semiotic channels. Also, one can discriminate more clearly between single-world and many-worlds texts, and it is worth noting that the signs that media use shape the worlds they evoke: one only has to compare the affordances of paintings to those of prose texts. Patrick Colm Hogan looks at the emplotting of the storyworld in Hamlet, and is particularly interested in trajectory interruption (when one emotionally important segment remains incomplete because another section begins) and intensified parallelism (i.e. the repetition of structurally similar complexes). He also posits a nonpersonified narrator as the source of dramatic emplotment. It seems, though, that the narrator is a medium-specific concept that does not easily translate to other media. Since the functions of Hogan s dramatic narrator are identical with the functions of the (implied) author (see 57, 63), narratologists can easily analyze discourse manipulations in drama without Hogan s concept. Jan-Noël Thon discusses subjective representations of consciousness in feature films, graphic novels, and computer games. He distinguishes between point-of-view sequences (which show what a character sees); (quasi-)perceptual point-of-view sequences (that represent more subjective aspects of his or her perception); quasi-perceptual overlays (which simulate perceptual aspects of a character s consciousness without simulating his or her spatial position); and fullfledged representations of internal worlds (such as dreams, hallucinations, memories, and fantasies). Frank Zipfel develops a transmedial concept of fictionality which involves fictional worlds (i.e. invented or imaginary elements); games of make-believe (people play the game while knowing that the game is a game); and institutional practices (i.e. conventions that lead the recipient to adopt a fictionspecific attitude). In a second step, he demonstrates that fictionality is a common feature of prose narratives, theatre, and film. Werner Wolf addresses the question of how literature and the pictorial arts invite narrative readings through different

474 Book Reviews framings. Along the lines of Lessing s Laocoön, he argues that since the worlds of paintings tend to represent static moments (rather than proper event sequences that move through time) the frame narrative is evoked more frequently and more clearly in the case of literature. However, Wolf also shows that even though the pictorial arts display a lower degree of narrativity, they often encourage narrativization by implying temporality and causality. Part II of the book focuses on multimodality (the co-existence of different types of signs in the same narrative) and intermediality (cross-references to other media). Wolfgang Hallet does not only demonstrate how the multimodal novels by Haddon, Foer, and Larsen fuse words with maps, photographs, diagrams, handwritten letters; he also addresses the cultural work that these multiple semiotic practices accomplish. Jesper Juul argues that since video games enable their players to influence the course of events, they are not prototypical narratives but fictional worlds in which actions may be performed. Juul investigates the level of abstraction, i.e. the proportion of world features that are attached to game rules, rather than the enhancing of the overall aesthetic illusion. While narratives primarily offer us immersion, games involve a sense of achievement: in order to play a game efficiently, the player must be able to grasp its rules and thus its level of abstraction. Jared Gardner draws our attention to the institutional contexts of narrative production. He looks at the development of comics and films, and demonstrates that early manifestations of the genres (1890 1910) were inherently interactive. With regard to the development of Hollywood and the DVD between 1997 and 2013, on the other hand, he observes that the freedom of active viewers to explore additional paratextual material is severely curtailed by the growing sameness and smallness of the paratexts over recent years. Gardner also shows that Hollywood s interest in film adaptations of comics is decreasing: the big corporations do not wish to encourage the active reading practices of comic book readers. Since comics remain resistant to digitalization, they can serve as a model concerning the question of how to explore multimodality. Thoss analyzes a particular type of media rivalry: he illustrates how the Scott Pilgrim comic books and their film adaptation by Edgar Wright vie with one another over which medium can best operate in the manner of a video game. Thoss demonstrates that there is no winner concerning the simulation of video games: the point of the rivalry is to probe media for their potential and to explore new possibilities. Caracciolo argues that readers always draw on their experiential backgrounds to attribute experiences to the characters of narratives on the basis of textual clues. Also, he uses Burroughs s Naked Lunch and the computer game Max Payne 2, which feature characters who experience hallucinations and dreams, to show that such cases challenge the recipients cultural values and the medium-specific conventions of narrative representation.

Book Reviews 475 Part III of Storyworlds across Media deals with instances of transmedial storytelling in which elements of storyworlds get dispersed across multiple channels. Mittell, for instance, compares the centrifugal (storyworld-driven) expansion of the TV series Lost to the more modest centripetal (character-driven) transmedia of the TV series Breaking Bad. Mittell also points out that the excessive diegetic extensions of the transmedia of Lost were less successful than the hypothetical paratexts of Breaking Bad (which foreground alternative dimensions such as visions by secondary figures), and concludes by arguing that one should consider the latter as a productive avenue for serial television. Harvey develops a new taxonomy of transmedia storytelling to analyze potential connections between the original and its media spin-offs. His six categories are based on legal relationships and illustrate how such directives influence the representation of storyworlds as well as the ways in which they are understood. Klastrup and Tosca use qualitative and quantitative methods to address the question of how fans experienced The Maester s Path, an online game to promote the television series Game of Thrones (based on the novel series A Song of Ice and Fire). Their findings suggest that fans were particularly concerned about the integrity of the original storyworld (its backstory, setting, and ethics), and the process of sharing their experiences on social media in the context of a marketing scheme. Leavenworth probes the connection between the storyworld of The Vampire Diaries and unsanctioned, fan-produced developments. She deconstructs the hierarchical relation between production and consumption by showing that the canon always resonates in the fan fictions, while fanfic additions also influence the ways in which recipients look at the canon. Van Leavenworth, finally, demonstrates that the numerous transmedial contributions to the development of the Lovecraft storyworld, which centres on humanity s troubling contact with a fearful cosmic reality, have significantly influenced the canonization of H.P. Lovecraft as an American Gothic writer. Most of the articles in this collection are excellent the contributions by Thon, Gardner, and Thoss are among the best. Thon develops a fascinating new typology of representations of private worlds in films, graphic novels, and computer games, thus inviting future media-conscious research to investigate how these strategies relate to the (more classical) representation of consciousness in drama and prose (i.e. techniques such as psychonarration, free indirect discourse, and direct thought). Further, Gardner s diachronic perspective on multimodality (1890 2013) contradicts the intuitive assumption that our mediasaturated age automatically produces active and multimodal recipients: Gardner shows that silent films were experienced in the context of vaudeville routines, live music, narration, and sound effects, not to mention the lively commentary of the audience itself (194), while the freedom of twenty-first-century viewers are carefully circumscribed by multinational media conglomerates that are not

476 Book Reviews interested in multimodal reading practices. Thoss, finally, develops a new and playful way of looking at remediation or intermediality. His examples involve a case of media rivalry (between comic book and film) concerning the simulation of a third medium (computer game) rather than the represented world. Thoss successfully moves beyond the (traditional and boring) question of medial adequacy (concerning authenticity or the credible representation of the storyworld), and instead focuses on narrative possibilities that are not tied to the mimetic imperative but to media potential. I hope that other scholars in the area of remediation will follow his lead. The collection as a whole seeks to develop a media-conscious narratology, a new paradigm which does not only address the question of how the constructions of storyworlds are affected by the types of signs that media use, but also deals with multimodality and the expansion of narrative worlds across different media platforms. I was particularly happy to see that most of the articles use an inductive approach that moves from local strategies to global structures (as opposed to a deductive approach which postulates a global structure before looking at local perturbations). The articles thus theorize actual connections between worlds and media (instead of merely fantasizing about theoretical possibilities). This anthology is a brilliant contribution to the narratological analysis of media. It is methodologically innovative; its corpus covers the latest media developments (I only thought that more could have been said about apps and mobile phones); and most essays are very well written. I would recommend Storyworlds across Media to everyone interested in the expansion of narrative universes in the contemporary media landscape (i.e. the proliferation of sequels, prequels, adaptations, transpositions, variations, and alternatives). Since the collection uses hardly any jargon and always explains narratological and media-related terminology, it can even be used by beginners.