Facultatea de Litere / Faculty of Letters

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    THE LITERARY SPECIFICITY OF THE TEXTUAL ADVENTURE GAME AS A FORM OF ERGODIC LITERATURE
    (2022) Gotca, Rodica
    n this article we present the textual adventure game, analyzing its literary specificity and the way in which the playful and the narrative interact in its structures. Marked by cybertextuality, the game can be seen as a narrative and analyzed semantically, semiotically and emotionally. The narrative experience offered by it is accessible only in the digital space, in wich the character becomes the player, and the concept of homo ludens represents a hybrid of the reader and the writer. Based on the theoretical visions of J. Derrida, K. Veale, B. Kuhn, H. Jenkins, O. Laas, J. Gogging etc., this article presents the textual adventure game as a literary form, with narrative functions, able to generate alterbiographies and represent a varied narrative architecture. The spatiality of the textual adventure game is defined by the four types of narrative architecture: evoc- ative spaces, enacted stories, embedded narratives, and emergent narratives, which take this form of ergodic literature beyond what a traditional narrative entails. This study analyzes both pre-digital works, in which the game was just a strategy, such as G. Boccaccio’s “Decameron”, “Composition No. 1” by Marc Saporta as well as adventure text games such as Bethesda’s Elder Scrolls V: Skyrim (2011), World of Warcraft etc. The evolution of the game from narrative technique to the form of ergodic literature is a premise of the initiation of an individualized theoretical approach.
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    JOCUL TEXTUAL DE AVENTURĂ CA FORMĂ A LITERATURII ERGODICE
    (2022) Gotca, Rodica
    In this article we present the textual adventure game as a form of digital ergodic literature, outlining a series of definitions for it and analyzing, from the perspective of the study of literature, the structure of texts in different types of games. We present the adventure text games of programmers W. Crowter and D. Woods, as an inno- vative form of hypermedia capable of providing subjective experiences, as do traditional narrative structures called literature. The studies of E. Aarseth, K. Veale, O. Laas, etc., analyze the structural patterns of adventure text games and present them stratified (in 4 levels) or systematized (core and shells), emphasizing the literary character of this ergodic form. The games analyzed in this article, DOOM, Quake, ARGs, harmoniously combine playfulness and literature. Is outlined the idea that the study of the adventure text game is possible according to the grids applied to literary texts, to which an adaptation is necessary according to its ergodic character.
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    FENOMENUL LITERAR ERGODIC – DE LA ANTILITERATURĂ LA CANON
    (2021) Gotca, Rodica
    In this article we present the ergodic literature from the perspective of its integration within the canonical literature. This transition is visible in relation to the analysis of the phenomenon of marginalization and crisis that any literary form different from the traditional one suffers. Defining and presenting the concept of anti-literature as an area of transition from reluctance to recognition, we confirm the literary status of the ergodic text, which due to the lack of adequate skills and theoretical tools is considered unexpectedly non-literary.