{"title":"具有分支叙事的“经典”和“多元素”搞笑故事:发展历史与语言和文学特点","authors":"O. Pozharytska","doi":"10.25264/2519-2558-2023-17(85)-84-91","DOIUrl":null,"url":null,"abstract":"Having originated in the 30s of the 20th century, stories with branching narratives gave rise to a specific genre of gamebooks, known as «Choose Your Own Adventure» series. The carried out analysis of 30 gamebooks belonging to different genres and publishing houses resulted in our singling out two basic types of such stories, which we termed «classic» and «multi-element» gamebooks. Each type of gamebooks has its verbal and structural peculiarities, but both of them present an existential multiverse of the reader’s survival under the given circumstances. «Classic» gamebooks rest more on the narrative itself, which, in its turn, is governed by the choices the reader makes while reading the book. The options are verbally represented as a number of decisions for the reader to choose from and, consequently, be provided with a necessary follow-up in the narrative. In «multi-element» gamebooks, the concept of «chance» comes into play, brought in with the help of such extra reading tools as a pencil, some paper, dice, numberplates or other non-verbal elements that make this type of gamebooks more interactive. Though «classic» gamebooks are older than their «multi-element» counterparts, it is the latter type that is gradually being ousted by videogames granting the player a higher level of interactivity. «Classic» gamebooks, on the contrary, are gradually developing into narrative mobile apps and get published online like hypertext stories.","PeriodicalId":237537,"journal":{"name":"Naukovì zapiski Nacìonalʹnogo unìversitetu «Ostrozʹka akademìâ». Serìâ «Fìlologìâ»","volume":"224 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"«CLASSIC» AND «MULTI-ELEMENT» LUDIC STORIES WITH BRANCHING NARRATIVES: HISTORY OF THE DEVELOPMENT & LINGUAL-AND-LITERARY PECULIARITIES\",\"authors\":\"O. Pozharytska\",\"doi\":\"10.25264/2519-2558-2023-17(85)-84-91\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Having originated in the 30s of the 20th century, stories with branching narratives gave rise to a specific genre of gamebooks, known as «Choose Your Own Adventure» series. The carried out analysis of 30 gamebooks belonging to different genres and publishing houses resulted in our singling out two basic types of such stories, which we termed «classic» and «multi-element» gamebooks. Each type of gamebooks has its verbal and structural peculiarities, but both of them present an existential multiverse of the reader’s survival under the given circumstances. «Classic» gamebooks rest more on the narrative itself, which, in its turn, is governed by the choices the reader makes while reading the book. The options are verbally represented as a number of decisions for the reader to choose from and, consequently, be provided with a necessary follow-up in the narrative. In «multi-element» gamebooks, the concept of «chance» comes into play, brought in with the help of such extra reading tools as a pencil, some paper, dice, numberplates or other non-verbal elements that make this type of gamebooks more interactive. Though «classic» gamebooks are older than their «multi-element» counterparts, it is the latter type that is gradually being ousted by videogames granting the player a higher level of interactivity. «Classic» gamebooks, on the contrary, are gradually developing into narrative mobile apps and get published online like hypertext stories.\",\"PeriodicalId\":237537,\"journal\":{\"name\":\"Naukovì zapiski Nacìonalʹnogo unìversitetu «Ostrozʹka akademìâ». Serìâ «Fìlologìâ»\",\"volume\":\"224 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Naukovì zapiski Nacìonalʹnogo unìversitetu «Ostrozʹka akademìâ». Serìâ «Fìlologìâ»\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.25264/2519-2558-2023-17(85)-84-91\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Naukovì zapiski Nacìonalʹnogo unìversitetu «Ostrozʹka akademìâ». Serìâ «Fìlologìâ»","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.25264/2519-2558-2023-17(85)-84-91","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
起源于20世纪30年代,带有分支叙述的故事催生了一种特定类型的游戏书,即“Choose Your Own Adventure”系列。在对30本不同类型和出版社的游戏书进行分析后,我们挑选出了两种基本类型的故事,我们称之为“经典”和“多元素”游戏书。每种类型的游戏书都有自己的语言和结构特点,但它们都呈现了读者在特定环境下生存的多重宇宙。“经典”游戏书更多地依赖于故事本身,而故事本身则是由读者在阅读时所做出的选择所决定的。这些选项被口头表示为一些可供读者选择的决定,因此,在叙述中提供了必要的后续内容。在“多元素”游戏书中,“机会”的概念开始发挥作用,在铅笔、纸、骰子、车牌或其他非语言元素等额外阅读工具的帮助下,使这类游戏书更具互动性。尽管“经典”游戏比“多元素”游戏更古老,但后者正逐渐被赋予玩家更高交互性的电子游戏所取代。相反,“经典”游戏书正逐渐发展成叙事手机应用,并像超文本故事一样在网上发布。
«CLASSIC» AND «MULTI-ELEMENT» LUDIC STORIES WITH BRANCHING NARRATIVES: HISTORY OF THE DEVELOPMENT & LINGUAL-AND-LITERARY PECULIARITIES
Having originated in the 30s of the 20th century, stories with branching narratives gave rise to a specific genre of gamebooks, known as «Choose Your Own Adventure» series. The carried out analysis of 30 gamebooks belonging to different genres and publishing houses resulted in our singling out two basic types of such stories, which we termed «classic» and «multi-element» gamebooks. Each type of gamebooks has its verbal and structural peculiarities, but both of them present an existential multiverse of the reader’s survival under the given circumstances. «Classic» gamebooks rest more on the narrative itself, which, in its turn, is governed by the choices the reader makes while reading the book. The options are verbally represented as a number of decisions for the reader to choose from and, consequently, be provided with a necessary follow-up in the narrative. In «multi-element» gamebooks, the concept of «chance» comes into play, brought in with the help of such extra reading tools as a pencil, some paper, dice, numberplates or other non-verbal elements that make this type of gamebooks more interactive. Though «classic» gamebooks are older than their «multi-element» counterparts, it is the latter type that is gradually being ousted by videogames granting the player a higher level of interactivity. «Classic» gamebooks, on the contrary, are gradually developing into narrative mobile apps and get published online like hypertext stories.