micronarrative

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9780312655396
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All Rights reserved
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Description (in English)

In many of these stories, which range in length from several words to over 20 pages, Davis approaches her subject - be it a situation, an emotion, a state of bring - with almost scientific interest. Their titles reflect this: The Fish, The Mouse, Mothers, What an Old Woman Will Wear, Lost Things. These are meticulous dissections, intricate descriptions of, say, what it means to be right, or of betrayal, or the relationship of a mother and daughter. But somehow she evokes more, she pulls the reader into the stories - and they are stories - and her endings, whether it be after one paragraph or many pages, are breathtaking. 

(Source: Review in The Short Review by Tania Hershman)

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Collected Stories of Lydia Davis cover
By Daniela Ørvik, 17 February, 2015
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Abstract (in English)

Integrating story with games in a flexible way that gives interactors meaningful choices within a narrative experience has long been a goal of both game developers and digital storytellers. The "micronarrative" is an unexplored avenue of narrative structure that can be a useful tool in analysis and design of such experiences. A micronarrative is a smaller moment of plot coherence and miniature arc that is nested within a larger narrative structure. The concept was first labeled by Jenkins in 2004 in the context of a game's "meaningful moments" and expanded upon in Bizzocchi's 2007 analytical framework for videogame storytelling. It has its roots in earlier examinations of arc and scale, such as Propp's concept of "Functions" or McKee's "Beats" in literature, as well as in Barthes’ classification of a “hierarchy of levels or strata” which incorporates “micro-sequences” as described in his structural analysis of narrative (1975).

Identification and analysis of the micronarrative allows us to examine how small events build in a fractal-like pattern to form larger nested narrative arcs. The presentation argues that micronarrative units exhibit a recognizable level of coherent yet flexible granularity that is at once modular, hierarchical, and cumulative. This presentation will address the application of micronarrative as an analytical tool to three works: the commercial console videogame Deus Ex: Human Revolution (Square Enix, 2011); the art game Samorost (Amanita Design, 2003); and the interactive drama, Façade (Mateas and Stern, 2006). The presentation examines the role of micronarratives in structuring flexible narrative arcs in three artifacts that incorporate differing modalities of interaction and story design. In conclusion, this project will show that micronarrative is an essential tool for understanding the poetics of a diverse and evolving medium.

(Source: Author's Abstract)

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Holzer began her career as a text artist in the late seventies by writing out phrases–truisms–on stickers and posting them around Manhattan. Later her truisms and subsequent writings have been displayed on tickers on Times Square, they’ve been carved in granite and published in books and posted on the web. Holzer’s works sometimes present micronarratives, but open, viral distribution by the general public has not been a focus in her work. Instead, she herself has planned each new spot her words are displayed.

The project is ongoing.