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order and can be linked to other texts. This new genre changes the idea of
storytelling yet again. Traditionally storytelling was linear, a beginning, middle and
end. Hyperfiction affords a new experience for every reader. Authors may control
the storyline or allow multi-storylines, sharing the control with the reader. Some
may be familiar with the, Choose your own adventure stories, hyperfiction takes
that idea and runs away with it, making it impossible to contain in a traditional
book. Hyperfiction is found in video games as well as to narrative fiction. Video
games rely on a back-story to engage the player; each new episode or adventure in
the game continues the storyline. Video game makers produce graphic novels,
traditional books, movies and multiple versions of their storyline to engage their
audience. (Bolter, 2001 Ch.7)
Web 2.0 and the burgeoning 3.0 tools and technologies afford a new narrative. The
author now has to consider not only their audience but also how their audience will
access, view, interact with, hear, relate to, share, and overall experience their story.
The new media make it possible to use the mode that seems most apt for the
purposes of representation and communication These choices become as much a
part of the story as the story itself. Aptness of mode and what is represented is not
the only issue: Equally significant now is the aptness of fit between mode and
audience. The author has to allow their authority to wane and allow the reader to
become a part of the narrative creating a situation where, there is no stability to
authorship or readership that has to be produced each time for this audience, on
this occasion. So, whether in choice of genre, in choice of medium or in choice of
mode subjectivity is at issue. (Kress, 2005)
Traditional views of literature and authorship have been underminedby the uses
to which both popular culture and the academic community are putting new
electronic technologies of communication. (Bolter, Chap.8) We have let go of the
traditional authority in writing, to a version of authority based on viewership, the
number of LIKEs, critiques and ratings. This provides the storyteller with immediate
feedback and the ability to change the story. [E]lectronic writing reforms print by
replacing the qualities of authority and fixity with flexibility and responsiveness.
(Bolter, Chap.8)
Storytelling in the 21st Century involves the author and reader to become as one.
Where the audience was once a passive receiver of the story now they may become
a part of not only the story but how, where and when it is told. For the author, they
may lose some of the control of how their story is shared but they gain the rapid
dissemination of their story and isnt that what all storytellers want, to share their
story to broad audience?
References:
Bolter, J. (2001). Writing space: Computers, hypertext, and the remediation of print.
Mahwah, New Jersey: Lawrence Erlbaum Associates.
Kress, Gunter. (2005). Gains and losses: New forms of texts, knowledgeand
learning. Computers and Composition. 22(1), 5-22.Retrieved, November 10, 2014,
from http://dx.doi.org/10.1016/j.compcom.2004.12.004