Citations

Bal, Mieke

Barthes, Roland

Bruner, Jerome

Ensslin, Astrid

Gennette, Gérard

Phelan, James

Prince, Gerald

Propp, Vladimir

Ryan, Marie-Laure

A point of view.

Video Games as Complex Narratives and Embodied Metalepsis” in The Routledge Companion to Narrative Theory, 2022.

Figures of Literary Discourse. Translated by Alan Sheridan, 1983.

Toward a definition of narrative” in The Cambridge Companion to Narrative, 2007.

“it is present at all times, in all places, in all societies… Like life itself, it is there, international, transhistorical, transcultural.”

“Narrative is how we construct reality.”

“Games have the potential to evoke multiple, individualized narrative scripts through worldbuilding, causal event design, character development, and other elements that players interact with in order to solve problems and make progress.” p. 412

“One will define narrative without difficulty as the representation of an event or sequence of events, real or fictitious, by means of language and, more particularly, by means of written language.” p. 127

“somebody telling somebody else on some occasion and for some purposes that something happened.” p. ix

“The representation (as product and process, object and act, structure and structuration) of one or more real or fictive events communicated by one, two, or several (more or less overt) narrators to one, two, or several (more or less overt) narratees.” p. 58

“…stories can exist in the mind as pure patterns of information, inspired by life-experience or created by the imagination, independently of their representation through the signs of a specific medium.”

“a text is a finite, structured whole, composed of signs.” p. 5