游戏书的叙事结构作为一种超叙事

Elena A. Morkvina
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引用次数: 0

摘要

本文以超文本小说为例,对游戏书的叙事结构进行了研究。本研究的目的是分析雷蒙德·格诺的游戏书《你自己的故事》作为文学超文本叙事的故事情节,界定其结构组织的特点,并提出游戏书的叙事方案。本文的研究方法以威廉·拉博夫和约书亚·瓦莱茨基的不变叙事方案为基础的叙事分析为基础。本文的研究新颖之处在于,首次将书游的叙事特征和超文本特征结合起来进行叙事分析,并以图式的形式描述和呈现书游的超叙事结构。本文论述了超文本叙事的概念、超文本叙事的原型形式以及超文本叙事作为超文本与叙事的结合。本文还对超文本游戏书的概念进行了界定,并对超文本游戏书的发展历程进行了梳理。通过对Raymond Queneau的极简主义游戏书的分析,作者确定了游戏书的以下同构特征:情节结构的非线性和变异性、碎片性和互动性(作者、读者和文本之间的对话)。游戏书叙事结构利用了所有叙事组件(抽象、方向、复杂行动、评估、解决、结尾),但与原型线性叙事方案存在一些偏差,如将所有叙事组件组合在一起、组件的大量重复、组件在不同文本中的执行、消除、叙事多组件的存在及其不连续。实现了一个由读者评价的新组件。所有这些偏差都实现了它们在游戏手册中固有的明确功能。叙述的超文本策略和互动性解释了游戏书的结构异常。它们创造了一个具有众多文本分支的小说新空间,使叙事框架有可能扩展和限制,促进叙事动态,鼓励读者活动。作为研究的结果,我们设计并描述了游戏书的叙事方案。这一图式包含了潜在的作者变异,可以作为分析各种超文本叙事的基础。
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Narrative structure of the gamebook as a hypernarrative
The article describes the research of the narrative structure of gamebooks as an example of hypertext fiction. The aim of the research is to analyse the storyline of Raymond Queneau’s gamebook “A Story of Your Own” as a literary hypertext narrative, to define the peculiarities of its structural organization and to come up with a narrative scheme of the gamebook. The methodology of the research is based on the narrative analysis predicated by the invariant narrative scheme offered by William Labov and Joshua Waletzky. The research novelty lies in the fact that for the first time a narrative analysis of a book-game is carried out taking into account its narrative and hypertext characteristics and the hypernarrative structure of a bookgame is described and presented in the form of a scheme. The article dwells on the notions of the narrative, its prototype form and hypertext narrative as being a combination of hypertext and narrative. The author also defines the conception of the hypertext gamebook, follows its evolution. As a result of the analysis of Raymond Queneau’s minimalistic gamebook, the author identifies following isomorphic characteristics of a gamebook: nonlinearity and variation of the plot structure, fragmentarity and interactivity (the dialogue between the author, the reader and the text). The gamebook narrative structure utilizes all the narrative components (Abstract, Orientation, Complicating Action, Evaluation, Resolution, Coda), but there are some deviations from the scheme of the prototype linear narrative such as the combination of all narrative components in one, the substantial repetition of a component, the implementation of a component in a different textone, elimination, the presence of narrative polycomponents and their discontinuity, the implementation of a new component of Evaluation by the reader. All these deviations fulfil their definite functions inherent in the game-book. The gamebook structural abnormities are explained by the hypertext strategy of the narration and by interactivity. They create a new fiction space with numerous textual branches, make it possible to expand and to restrict the framework of the narration, boost the narrative dynamics and encourage readers’ activity. As a result of the research, the gamebook narrative scheme has been devised and described. This scheme includes potential authorial variations and it can be applied as the basis for the analysis of all kinds of hypertext narratives.
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期刊介绍: Tomsk State University Journal of Philology was established with the aim of: - publishing the papers and reviews on the topical issues of modern philology: linguistics, literary studies, communication studies; - promoting the development of theoretical and practical research in the field of socio-humanitarian knowledge; - forging links among scholars from different regions of Russia and other countries. Tomsk State University Journal of Philology is an independent research journal that welcomes submissions from across the world.
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