Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizat…
As a writer, critic, and philosopher, StanisÊaw Brzozowski (1878–1911) left a lasting imprint on Polish culture. He absorbed virtually all topical intellectual trends of his time, adapting them for the needs of what he saw as his primary mission: the modernization of Polish culture. The essays of the volume reassess and contextualize Brzozowski's writings from a distinctly transnational vant…
Glenn O’Malley’s Shelley and Synesthesia examines a little-known aspect of Percy Shelley’s poetry, offering a history of synesthesia and engaging in close readings of Shelley’s poetry, focusing primarily on his longer works. O’Malley explores the internal structure of Shelley’s poems to concentrate on patterns of imagery and symbolism, bringing attention to Shelley’s resourcefulne…
Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the dividing line between film and game is progressively dissolved. Focused on traditional mass media, transitional media, and new media, it also touches on transmedia…
Routledge Handbook of African Literature
The time has come for human cultures to seriously think, to severely conceptualize, and to earnestly fabulate about all the nonhuman critters we share our world with, and to consider how to strive for more ethical cohabitation. Reconfiguring Human, Nonhuman and Posthuman in Literature and Culture tackles this severe matter within the framework of literary and cultural studies. The emphasis of t…
In Possessed, Rebecca R. Falkoff asks how hoarding—once a paradigm of economic rationality—came to be defined as a mental illness. Hoarding is unique among the disorders included in the American Psychiatric Association's DSM-5, because its diagnosis requires the existence of a material entity: the hoard. Possessed therefore considers the hoard as an aesthetic object produced by clashing per…
Story, in the largest sense of the term, is arguably the single most important aspect of narrative. But with the proliferation of antimimetic writing, traditional narrative theory has been inadequate for conceptualizing and theorizing a vast body of innovative narratives. In A Poetics of Plot for the Twenty-First Century: Theorizing Unruly Narratives, Brian Richardson proposes a new model for e…
This volume examines the structure of text-based Future Narratives in the widest sense, including choose-your-own-adventure books, forking-path novels, combinatorial literature, hypertexts, interactive fiction, and alternate reality games. How ´radical` can printed Future Narratives really be, given the constraints of their media? When exactly do they not only play with the mere idea of multip…
"What do we do when we read? Reading can be an act of consumption or an act of creation. Our “work reading” overlaps with our “pleasure reading,” and yet these two modes of reading engage with different parts of the self. It is sometimes passive, sometimes active, and can even be an embodied form. The contributors to this volume share their own histories of reading in order to reveal th…