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| | Games Cyberspace |
 | | Since the early sixties, narratology has steadily widened its scope by borrowing concepts from a variety of fields: traditional grammar, transformational grammar, optics, the cinema, psychoanalysis, formal semantics, game theory, social theory and feminism. |
 | | Here I propose to expand the metaphorical repertory of narratology to a domain that owes much of its vitality and ability to market its ideas to its own skillful use of metaphor: cyberculture and computer technology. |
 | | Through the development of four concepts inspired by computer programming--virtuality, recursion, windows and morphing--I hope to substantiate the claim that in narratology, as in other disciplines of the physical and social sciences, analogical thinking is the force that reveals new perspectives and moves knowledge forward. |
| lamar.colostate.edu /~pwryan/abstracts13.htm (682 words) |
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