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Narrative Memory in Hyperfiction and Games

dc.contributor.authorBarbas, Helena
dc.date.accessioned2014-04-02T08:11:56Z
dc.date.available2014-04-02T08:11:56Z
dc.date.issued2010-11-17
dc.description.abstractThe aim of this paper is to address some theoretical issues concerning the narrative practice in cyberspace. From a narratological perspective it intends to clarify the functioning of time and space in storytelling. For that purpose it traces the concept(s) of memory inherited from rhetoric; the use of memory as a narrative device in traditional accounts; the adaptations imposed by hyperfiction. Using practical examples (including two Portuguese case studies - InStory 2006, and Noon 2007) it will show how narrative memory strategies can be helpful in game literacy. The main purpose is to contribute to serious game research and (trans)literary studies.por
dc.identifier.isbn978-90-77381-53-3
dc.identifier.urihttp://hdl.handle.net/10362/11875
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherEurosis-Eti/De Monfort Universitypor
dc.subjectDigital humanitiespor
dc.subjectStorytellingpor
dc.subjectMemorypor
dc.subjectHyperfictionpor
dc.subjectSerious gamespor
dc.titleNarrative Memory in Hyperfiction and Gamespor
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceLeicester, Inglaterrapor
oaire.citation.endPage91por
oaire.citation.startPage85por
oaire.citation.titleGameOn'2010 - 11th International Conference on Intelligent Games and Simulationpor
rcaap.rightsopenAccesspor
rcaap.typeconferenceObjectpor

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