On this site you'll
find info on recent and past talks, papers, & research
including:
History
of children's narrative from 1000
Characteristics
of narrative engagement in print & in games such as interactivity
& agency
Children's
development & their changing perception of narrative once they
enter school
Myth
of Narrative Climax: the Subjugation of Narrative Structure
Imaginative approaches to literacy in the 1700s
Disney stories from the 1920s to 2000
And
other topics related to narrative, interactivity & new media.
This
site is always under construction! |
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Research
Agenda
My research
explores the phenomena of narrative. It looks at the history
of children's literature and their experiences with stories as
an enculturation process. It looks to early print experiences
and the characteristics it shares with narrative experience in
new media such as games and provides a different perspective from
which
to consider the narrative experience. It considers the history
of narrative structure and shows that for millennia we have enjoyed
stories in a myriad of forms -- that what is called the "traditional
narrative structure" is anything but traditional. Different
types of narrative used for centuries, from oral epics to written
interlace romances, represent our human process more appropriately
than does climactic plot. Used as the normative baseline for research
on narrative in all fields, unqualified acceptance of "traditional"
structure as a norm has limited exploration, particularly in new
media, and must be questioned.
Narrative's
documentation begins with Homerian epics of about 800 BCE. Its
most recent iteration is the texts of video games. What do these
two have in common? Both have to do with people representing themselves
and their culture through story. Both have to do with passing
these stories on through media that were prevalent at the time.My
research takes as its focus children’s story experience
in print and games. Its purpose is to show the importance of connecting
the two.
It is understandable that in Homerian times stories used rhyme
and cadence as aids to remembering. In an oral culture, a bard
recited the epic stories that his audience called for. Each subsequent
era saw the form of stories undergo shifts and moves that reflected
different way of thinking. A culture of reading was already in
place when the printing press introduced mass print production.
It fed the interests of a population already desirous of stories.
In the fifty years after Gutenberg’s invention, eight million
books had been printed, “more than all the scribes of Europe
had produced since Constantine founded his city in A.D. 330.”
Rhyme and cadence were no longer necessary, and “the collective
memory was transformed,” as an explosion of print fed the
literate, and whetted the appetites of the illiterate, so that
learning to read became paramount in importance. Unlike their
parents, children did not have the same urgency to become literate.
A measure of pleasure was found to be a remarkable inducement
for encouraging literacy, and became the ideology still driving
education and publishing today. Books became more entertaining;
the literacy experience began to include material objects such
as movables. Reading our culture’s stories became a truly
hands-on, interactive experience.
With the growth of literary criticism, and the need for schools
to have standardized formats, literary structure was concretized
as the convenient narrative arc. This structure, which had been
rediscovered by Freytag, and augmented with a climactic element,
found its perfect form in the Conan Doyle mysteries of the time.
Other literary structures continued to evolve and maintain a strong
presence in writing throughout the twentieth century, despite
the educational system’s adoption of narrative arc and climactic
plot as its norm. Children younger than school age were unaware
they were suppose to see narrative as a linear, sequential, temporal,
and climactic plot. They benefited from children’s authors’
disregard of formal structure. Children learned to love story
by playing with it: by singing it, tossing it in the air, coloring
it, pretending to be in it, and by listening to the same bits,
and looking at the same pictures, a hundred times.
Ah, but the story moves through genres… a hop and a skip
and its in film, then television, video, and finally, on the express
train of video games. Did it make it whole through these transitions?
Or like Ron, Harry Potter’s friend, did it get “splinched”
when it “apparated” into a new media environment?
Stories had a good start in the digital world with The Voyager
Company bringing new ideas to book presentation on CDROM in the
late 1980s. As the video game industry became a behemoth, it shouldered
smaller genres out of the way. To find a niche for themselves,
story publishers moved to edutainment. In doing so, they subverted
stories to new purposes – teaching math, science, and writing.
On the web, children’s narrative remained mainly true to
its print text heritage; it has not yet attained the creative
approach of adult eliterature. The video game industry had the
potential to make story engaging and pleasurable in the new paradigm
of digital environments. The move towards the first-person shooter
as a predominant genre, and the reliance on the familiar schemata
of arcade-action or a hunt-quest theme, left little to explore
in a story. Action adventure and fantasy now predominate while
other story themes are lost to this genre. Tendencies to violent
action, and other anti-social behaviour, taints the stories imbedded
in many games.
One of the reasons for the loss of variety is the assumption that
stories are based on traditional narrative structure, and the
only way games can accommodate this structure is in limited inflexible
ways. If we see traditional narrative for what it is, a fairly
recent upstart, and if we look at young children’s experience
of story before the schools channel and structure it – when
stories are as much activities as they are text (like games) –
perhaps we can find characteristics of story experience that can
be applied to making better games.
Children
bring a perception of narrative with them when they come to play
a narrative game. This perception is built up within a social
environment through a variety of auditory, visual, and physically
interactive experiences with print narrative from a very young
age, often from birth. It constitutes their narrative understanding
and the gestalt they bring with them to playing narrative games.
For the most part, our appreciation of how young children in preschool
and kindergarten perceive narrative is based in our adult experience
and perception. It has been shaped by our assumption of a narrative
structural norm: the traditional narrative arc. But children’s
perception of narrative is formed before they are introduced to
the formal concept of traditional narrative structure in elementary
school. It is only in their primary years that they are encouraged
to become efficient “silent readers,” to recognize
traditional narrative texts and structures, and to become proficient
in using these in reading and writing. My observations led me
to think that this traditional structural norm is superimposed
on an earlier perception of narrative that may have more relevance
to children’s experience with games and one well worth exploring.
This site explores this idea and more.
Dissertation
Abstract
(Exerpts
from PhD Dissertation:Characteristics of Early Narrative Experience:
Connecting Print and Digital Game: SFU 2007)
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