Narrativität vs. Interaktivität. Zur Gattungsdifferenzierung von Hyperfiction und Computergames
Year: 2014
Type: article
Abstract: <!--[if gte mso 9]> 800x600 <![endif]--> This article explores the relationship between games and narratives by analyzing electronic texts (Elfriede Jelinek: Neid, Privatroman [2007-2008]; Michael Joyce: Afternoon, A Story [1987]), but also video games (Zork [Infocom 1980-1982]; Mass Effect [BioWare 2007-2012]) with respect to interactivity and narrativity. The analysis suggests that interactivity and narrativity are not mutually exclusive, but that the relationship between the two gradable categories is inversely reciprocal in such a way that an increase of interactivity is possible only at the expense of narrativity. My hypothesis is that this relationship may be explained if we consider eventfulness to be a part of narrativity: Eventfulness in narratives presupposes that events have consequences for the characters; such consequences, however, tend to limit the scope of interactivity. <!--[if gte mso 9]> Normal 0 21 false false false DE X-NONE X-NONE <![endif]--><!--[if gte mso 9]>
Source: RERO DOC (Universität Bern)
Author: Ralph Müller
Institution: University of Freiburg
Language: German
Subfield: Literature and Literary Theory
Field: Arts and Humanities
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W929126634
