Hypertext Fiction
Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction. The term can also be used to describe traditionally-published books in which a nonlinear narrative and interactive narrative is achieved through internal references. James Joyce's ''Ulysses'' (1922), Enrique Jardiel Poncela's '' La Tournée de Dios'' (1932), Jorge Luis Borges' ''The Garden of Forking Paths'' (1941), Vladimir Nabokov's ''Pale Fire'' (1962), Julio Cortázar's '' Rayuela'' (1963; translated as ''Hopscotch''), and Italo Calvino's ''The Castle of Crossed Destinies'' (1973) are early examples predating the word "hypertext", while a common pop-culture example is the ''Choose Your Own Adven ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Electronic Literature
Electronic literature or digital literature is a genre of literature encompassing works created exclusively on and for digital devices, such as computers, tablets, and mobile phones. A work of electronic literature can be defined as "a construction whose literary aesthetics emerge from computation", "work that could only exist in the space for which it was developed/written/coded—the digital space". This means that these writings cannot be easily printed, or cannot be printed at all, because elements crucial to the text are unable to be carried over onto a printed version. As Di Rosario et al. 2021 note "Electronic literature is a digital-oriented literature, but the reader should not confuse it with digitized print literature." Definitions N. Katherine Hayles defines electronic literature as "'digital born' (..) and (usually) meant to be read on a computer", clarifying that this does not include e-books and digitised print literature. A definition offered by the Electronic ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Young Adult Fiction
Young adult fiction (YA) is a category of fiction written for readers from 12 to 18 years of age. While the genre is primarily targeted at adolescents, approximately half of YA readers are adults. The subject matter and genres of YA correlate with the age and experience of the protagonist. The genres available in YA are expansive and include most of those found in adult fiction. Common themes related to YA include friendship, first love, relationships, and identity. Stories that focus on the specific challenges of youth are sometimes referred to as problem novels or coming-of-age novels. Young adult fiction was developed to soften the transition between children's novels and adult literature. History Beginning The history of young adult literature is tied to the history of how childhood and young adulthood has been perceived. One early writer to recognize young adults as a distinct age group was Sarah Trimmer, who, in 1802, described "young adulthood" as lasting from ages ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ergodic Literature
Ergodic literature is a term coined by Espen J. Aarseth in his book ''Cybertext—Perspectives on Ergodic Literature'' to describe literature in which nontrivial effort is required for the reader to traverse the text. The term is derived from the Greek words ''ergon'', meaning "work", and ''hodos'', meaning "path". It is associated with the concept of cybertext and describes a cybertextual process that includes a semiotic sequence that the concepts of "reading" do not account for. Concept Aarseth's book contains the most commonly cited definition of ergodic literature: In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages. In addition to the above de ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Plain Text
In computing, plain text is a loose term for data (e.g. file contents) that represent only characters of readable material but not its graphical representation nor other objects (floating-point numbers, images, etc.). It may also include a limited number of "whitespace" characters that affect simple arrangement of text, such as spaces, line breaks, or tabulation characters (although tab characters can "mean" many different things, so are hardly "plain"). Plain text is different from formatted text, where style information is included; from structured text, where structural parts of the document such as paragraphs, sections, and the like are identified; and from binary files in which some portions must be interpreted as binary objects (encoded integers, real numbers, images, etc.). The term is sometimes used quite loosely, to mean files that contain ''only'' "readable" content (or just files with nothing that the speaker doesn't prefer). For example, that could exclude any indic ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Aesthetic Value
Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed through judgments of taste. Aesthetics covers both natural and artificial sources of experiences and how we form a judgment about those sources. It considers what happens in our minds when we engage with objects or environments such as viewing visual art, listening to music, reading poetry, experiencing a play, watching a fashion show, movie, sports or even exploring various aspects of nature. The philosophy of art specifically studies how artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people like some works of art and not others, as well as how art can affect moods or even our beliefs. Both aesthetics and the philosophy of art try to find answers for what exact ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Literary Genres
A literary genre is a category of literature. Genres may be determined by literary technique, setting tone, tone, Content (media), content, or length (especially for fiction). They generally move from more abstract, encompassing classes, which are then further sub-divided into more concrete distinctions. The distinctions between genres and categories are flexible and loosely defined, and even the rules designating genres change over time and are fairly unstable. Genres can all be in the form of prose or poetry. Additionally, a genre such as satire, allegory or pastoral might appear in any of the above, not only as a subgenre (see below), but as a mixture of genres. Finally, they are defined by the general cultural movement of the historical period in which they were composed. History of genres Aristotle The concept of genre began in the works of Aristotle, who applied biological concepts to the classification of literary genres, or, as he called them, "species" (eidē). Th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Genre
Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional. Genres form by conventions that change over time as cultures invent new genres and discontinue the use of old ones. Often, works fit into multiple genres by way of borrowing and recombining these conventions. Stand-alone texts, works, or pieces of communication may have individual styles, but genres are amalgams of these texts based on agreed-upon or socially inferred conventions. Some genres may have rigid, strictly adhered-to guidelines, while others may show great flexibility. Genre began as an absolute classification system for ancient Greek literature, a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Espen Aarseth
Espen J. Aarseth (born 1965) is a Norwegian academic specializing in the fields of video game studies and electronic literature. Aarseth completed his doctorate at the University of Bergen. He co-founded the Department of Humanistic Informatics at the University of Bergen, and worked there until 2003, at which time he was a full professor. He is currently a full professor and Head of the Center for Computer Games Research at the IT University of Copenhagen, and principal investigator of a €2 million ERC Advanced grant for the project Making Sense of Games. Aarseth is also the Editor in Chief of Game Studies,http://gamestudies.org/1103/ed_board Editorial Board for the Game Studies journal the oldest peer reviewed journal in the field of game studies, and member of the Advisory Board of G, A, M, E,http://www.gamejournal.it/about/editorial-board/ Editorial Board for the G, A, M, E journal a journal of comparative videogame analysis. ''Cybertext'' Aarseth's works include groundbreak ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Plot (narrative)
In a literary work, film, or other narrative, the plot is the sequence of events in which each event affects the next one through the principle of cause-and-effect. The causal events of a plot can be thought of as a series of events linked by the connector "and so". Plots can vary from the simple—such as in a traditional ballad—to forming complex interwoven structures, with each part sometimes referred to as a subplot or ''imbroglio''. Plot is similar in meaning to the term ''storyline''. In the narrative sense, the term highlights important points which have consequences within the story, according to American science fiction writer Ansen Dibell. The term ''plot'' can also serve as a verb, referring to either the writer's crafting of a plot (devising and ordering story events), or else to a character's planning of future actions in the story. The term ''plot'', however, in common usage (for example, a "movie plot") can mean a narrative summary or story synopsis, rather th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Game
A game is a structured form of play (activity), play, usually undertaken for enjoyment, entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a World Chess Championship, chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestr ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Novel
A novel is a relatively long work of narrative fiction, typically written in prose and published as a book. The present English word for a long work of prose fiction derives from the for "new", "news", or "short story of something new", itself from the la, novella, a singular noun use of the neuter plural of ''novellus'', diminutive of ''novus'', meaning "new". Some novelists, including Nathaniel Hawthorne, Herman Melville, Ann Radcliffe, John Cowper Powys, preferred the term "romance" to describe their novels. According to Margaret Doody, the novel has "a continuous and comprehensive history of about two thousand years", with its origins in the Ancient Greek and Roman novel, in Chivalric romance, and in the tradition of the Italian renaissance novella.Margaret Anne Doody''The True Story of the Novel'' New Brunswick, NJ: Rutgers University Press, 1996, rept. 1997, p. 1. Retrieved 25 April 2014. The ancient romance form was revived by Romanticism, especially the histori ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |