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STORYTELLING IN THE ELECTRONIC AGE
The Medium and the Message
Storytelling and World View: Modern and Post-Modern
The Post-modern Age
Characteristics:
- => production and distribution of information rather than goods;
- => electronic rather than physical transport of the product (information);
- => workplace defined as an electronic network rather than a physical location.
Values:
- => thinking outside the box--or rejecting the notion of boxes altogether
- => cooperative problem solving
- => tolerance for ambiguity, uncertainty,open-endedness
- => associative rather than linear (logical)thinking
What does this have to do with storytelling?
- To some extent, the medium is the message -- or at least the medium affects the message.
- The media available for storytelling depend the state of technological development.
- The prevailing world view privileges some media over others.
Stories and Media: The Oral Storyteller
- Mnemonic devices (repeated phrases, choruses, etc.) help the storyteller keep track of where he is.
- The storyteller has the flexibility to adapt the story to the given audience and situation.
- Audience participation, especially in the form of singing choruses, cheering or hissing, etc, are an expected part of the storytelling.
- Oral storytelling is often a ritualized community occasion.
Stories and Media: The Print Text
- Writing and reading are essentially solitary activities.
- Unlike the audience during oral storytelling, the reader does not actively participate in creating the story.
- Writers and readers may be separated by thousands of miles and hundreds of years.
- The text is unchanging and thus seems unchangeable, giving it a kind of authority.
Stories and Media: Non-print Texts
- Generally, non-print texts don't have the physical and thus the psychological permanence of print texts.
- Non-print texts such as recorded music and films are produced by a number of specialists working together; there is no single "author."
- Hypermedia texts
- => have no physical permanence;
- => may incorporate graphics, sound and motion;
- => may be interactive, making the reader a co-author.
Mutable Texts
- Stories told through electronic media tend to aim at creating a complex, variable, open-ended experience rather than a fixed, author-controlled, plot-driven sequence of events with a specific ending.
- Because an electronic text has no physical permanence, it can be altered and manipulated by both the author and the reader.
- Hyperfiction usually offers choices for the reader to determine what they will read next, what characters will do, etc. The reader, in effect, co-authors the story.
- Films re-released on DVDs often contain additional background and supplemental material that then becomes part of the text.
Conventional Story Structure
Characteristics of Conventional Plot
- Conflict creates suspense, which drives the plot toward a resolution.
- The structure is linear and time driven.
- The resolution essentially closes down the story by resolving the climax and thus releasing the suspense.
- In a print text, the plot is fixed--like it or not, that's the way the story ends.
- Irrelevant details are omitted.
"Realistic" Fiction and Real Life
So-called realistic print fiction is highly unrealistic:
- => details the author deems irrelevant to the
plot, character development, setting, etc.
are omitted;
- => resolution of conflict creates tidy
package;
- => reader always knows when it will all be
over (how many more pages to be read).
Metafiction
- Does not pretend to duplicate reality;
- Calls attention to itself as constructed or mediated reality.
Characteristics of "new" electronic storytelling:
- => Web-based hypertext can create very rich stories with links to related background material on any aspect of the story or related stories;
- => links between incidents can be based on association or chance rather than cause and
effect;
- => readers can often make plot choices, thus, in effect, co-authoring the story.;
The Post-modern Age--Again
Values:
- => thinking outside the box--or rejecting the notion of boxes altogether;
- => associative rather than linear (logical)thinking;
- => cooperative problem solving;
- => tolerance for ambiguity, uncertainty,open-endedness.
Can you see how hypertext stories embody these values?
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