Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Notes 333
Works Cited 425
Index 493
Illustrations
viii Illustrations
37 Art taping Vladeks verbal narration in Maus 203
38 Oscillation between different historical truths in Maus 206
39 The narrator is revealed to be Sandy Bravitor in DeathSpank:
Thongs of Virtue 212
40 DeathSpank takes up the narratorial duties in DeathSpank: Thongs
of Virtue 214
41 Interactive narrator in Bastion 216
42 Ludic unreliability of the narrator in Bastion 217
43 First full-fledged nonnarratorial representation of James Coles
dream in 12 Monkeys 267
44 A highly conventionalized a posteriori contextual content marker
in 12 Monkeys 267
45 Tyler Durden talking to the unnamed experiencing I in Fight
Club 272
46 The unnamed experiencing I talking to himself in Fight Club 272
47 Tyler Durden dragging the experiencing I around in Fight
Club 273
48 The experiencing I dragging himself around in Fight Club 273
49 John Nashs (quasi-)perception of rays of light in A Beautiful
Mind 275
50 John Nashs (quasi-)perception of his colleagues tie in A Beautiful
Mind 275
51 (Quasi-)perceptual overlay of bats in Fear and Loathing in Las
Vegas 279
52 Distorted face of the parking attendant in Fear and Loathing
in Las Vegas 280
53 Anthropomorphic reptiles in a bar in Fear and Loathing
in Las Vegas 281
54 Switch to (quasi-)perceptual overlay in Fear and Loathing
in Las Vegas 281
55 A priori contextual content marker in The Sandman: Season
of Mists 284
56 A posteriori contextual content marker in The Sandman: Season
of Mists 285
Illustrations ix
57 A priori contextual content marker of the memory sequence in
The Arrival 286
58 Nonnarratorial representation of the old mans memories in
The Arrival 287
59 Mr. Griffin applying makeup in The League of
Extraordinary Gentlemen 289
60 Mr. Hyde seeing temperature in The League of
Extraordinary Gentlemen 290
61 Nonnarratorial representation of the contents of
Wallaces mind in Sin City: Hell and Back 294
62 Onset of Wallaces hallucinations in Sin City: Hell and Back 295
63 Wallaces hallucinations cooling off in Sin City:
Hell and Back 296
64 Narratorial representation of (quasi-)perceptions in Sin City:
Hell and Back 297
65 Nonnarratorial representation of Chriss dream in
Black Hole 299
66 Vertical (inter)subjective representation in Black Hole 300
67 Horizontal (inter)subjective representation in Black Hole 301
68 Chriss experiencing I finishing her narrating Is sentence
in Black Hole 303
69 Chris functioning as an intradiegetic thinking narrator
in Black Hole 304
70 Spatial point-of-view sequence in F.E.A.R. 307
71 The player-controlled characters first encounter with Alma
in F.E.A.R. 310
72 Intersubjective representation in Batman: Arkham Asylum 314
73 Detective mode in Batman: Arkham Asylum 314
74 The first Scarecrow sequence in Batman: Arkham Asylum 316
75 Batman imagining himself as the Scarecrow in Batman:
Arkham Asylum 317
76 A hall transforming into a back alley in Batman:
Arkham Asylum 318
x Illustrations
77 Batman imagining himself as the young Bruce in Batman:
Arkham Asylum 318
78 Fake crash before the third Scarecrow sequence in Batman:
Arkham Asylum 319
79 Game over before the third Scarecrow sequence in Batman:
Arkham Asylum 320
80 Extrafictional directions and other elements of the interface
in Alan Wake 323
Illustrations xi
Acknowledgments
There are a great many colleagues and friends who have, in one way
or another, contributed to my narratological thinking during the
many years it took me to write this book. The sheer number of people
to whom I feel indebted presents me with a problem, though, as trying
to name them all would necessarily entail forgetting to name some.
Hence, I will limit myself to explicitly thanking only the compara-
tively few who have provided specific feedback on parts of the
manuscript in its various stages of production, yet promise to thank
the countless others to whom I feel more vaguely but no less sincerely
indebted in person, should the opportunity arise.
First and foremost, the project has been tirelessly supported, both
intellectually and institutionally, by Jens Eder, Jan Christoph Meister,
Marie-Laure Ryan, and Klaus Sachs-Hombach. Moreover, Benjamin
Beil, Franziska Bergmann, Stephan Packard, Daniel Punday, Maike
Sarah Reinerth, Felix Schrter, Daniel Stein, and Werner Wolf have
provided valuable feedback, either during the peer review process or
in various less formal settings. Finally, David Herman and Jesse E. Matz
as well as Kristen E. Rowley and the editorial team at the University
of Nebraska Press have made the publication process a thoroughly
pleasurable experience. To all of them, as well as to the many others
who will have to remain unnamed for now, my deepest gratitude!
The present book is a shortened and slightly revised version of my
PhD thesis in media and communication studies, which was granted
the highest distinction (summa cum laude) by the University of
Mannheim on March 27, 2014, and subsequently received the Founda-
tion for Communication and Media Studies award for outstanding
xiii
research achievements. Work on this thesis has been generously sup-
ported by a PhD scholarship from the German National Academic
Foundation, which I hereby gratefully acknowledge.
Earlier versions of parts of the argument presented in this book
have previously been published, and while most of the material has
been substantially revised and expanded since its initial publication,
I am grateful for permission to draw on it here:
xiv Acknowledgments
Robertson. Baltimore: Johns Hopkins University Press, 2014.
334337. Print.
Thon, Jan-Nol. Narrativity. The Johns Hopkins Guide to
Digital Media. Ed. Marie-Laure Ryan, Lori Emerson, and
Benjamin J. Robertson. Baltimore: Johns Hopkins University
Press, 2014. 351355. Print.
Thon, Jan-Nol. Subjectivity across Media: On Transmedial
Strategies of Subjective Representation in Contemporary
Feature Films, Graphic Novels, and Computer Games.
Storyworlds across Media: Toward a Media-Conscious Narra-
tology. Ed. Marie-Laure Ryan and Jan-Nol Thon. Lincoln:
University of Nebraska Press, 2014. 67102. Print.
Thon, Jan-Nol. Toward a Transmedial Narratology: On
Narrators in Contemporary Graphic Novels, Feature Films,
and Computer Games. Beyond Classical Narration: Trans-
medial and Unnatural Challenges. Ed. Jan Alber and Per
Krogh Hansen. Berlin: De Gruyter, 2014. 2556. Print.
Thon, Jan-Nol. Computer Games, Fictional Worlds, and
Transmedial Storytelling: A Narratological Perspective.
Proceedings of the Philosophy of Computer Games Conference
2009. Ed. John R. Sageng. Oslo: University of Oslo, 2009. 16.
Web.
Thon, Jan-Nol. Mind-Bender: Zur Popularisierung komplexer
narrativer Strukturen im amerikanischen Kino der 1990er
Jahre. Post-Coca-Colanization: Zurck zur Vielfalt? Ed.
Sophia Komor and Rebekka Rohleder. Frankfurt am Main:
Peter Lang, 2009. 175192. Print.
Thon, Jan-Nol. Perspective in Contemporary Computer
Games. Point of View, Perspective, and Focalization:
Modeling Mediation in Narrative. Ed. Peter Hhn, Wolf
Schmid, and Jrg Schnert. Berlin: De Gruyter, 2009.
279299. Print.
Thon, Jan-Nol. Zur Metalepse im Film. Probleme filmischen
Erzhlens. Ed. Hannah Birr, Maike Sarah Reinerth, and
Jan-Nol Thon. Mnster: lit, 2009. 85110. Print.
Acknowledgments xv
Thon, Jan-Nol. Unendliche Weiten? Schaupltze, fiktionale
Welten und soziale Rume heutiger Computerspiele. Com-
puter/Spiel/Rume: Materialien zur Einfhrung in die
Computer Game Studies. Ed. Klaus Bartels and Jan-Nol
Thon. Hamburg: University of Hamburg, 2007. 2960. Print.
xvi Acknowledgments
Introduction
xvii
storyworlds they represent, though, it seems helpful to take a step
back and look at an even more strikingly ubiquitous phenomenon of
which the latter are only a small part: regardless of whether the work
in question can be understood as an adaptation of another work and/
or contributes to the representation of a more or less consistent trans-
medial universe, whenever we read a novel or a comic, watch a film
in the cinema or an episode of our favorite series on television, or play
the singleplayer mode of the latest video game, we are engaging with
narrative representations. Even though it has become something of a
clich within narratology to assert the commercial, aesthetic, and
sociocultural relevance of narrative representations across media, the
fact remains that narratives indeed are everywhere.5 Interestingly,
however, while there is a broad consensus that narrativity is a trans-
medial phenomenon, much of current literary and media studies
tends to focus on strategies of narrative representation in specific
media, neglecting the question to what extent the strategies that can
be found there share an intermedial or, rather, a transmedial dimen-
sion. If one acknowledges that a significant part of contemporary
media culture is defined by narrative representations, and if one
accepts that an examination of their similarities as well as their
differences will be able to help explain the kind of intermedial adapta-
tions and transmedial entertainment franchises mentioned above as
well as generally contribute to a better understanding of the forms
and functions of narrative works across media, it becomes evident
that media studies need a genuinely transmedial narratology.
While there are different ways to conceptualize such a project,
the kind of transmedial narratology that this book develops not only
allows for the analysis of transmedial strategies of narrative repre-
sentation and their realization within the specific mediality of
contemporary films, comics, and video games (as the three narrative
media with which I am primarily concerned) but also provides a
welcome opportunity to critically reconsiderand, at least occasion-
ally, revisesome of narratologys more canonized terms and concepts.
Accordingly, the book provides a method for the analysis of parti-
cularly salient transmedial strategies of narrative representation as
xviii Introduction
well as a theoretical frame within which medium-specific approaches
from literary and film narratology, from comics studies and game
studies, and from various other strands of current narratological
research may be systematically correlated, modified, and expanded
to further illuminate the forms and functions of narrative representa-
tion across media. Any study of the convergent developments within
contemporary media culture sketched above would arguably profit
from this kind of theoretical frame as well as from the method for
the analysis of transmedial strategies of narrative representation that
is developed in the following chapters. Nevertheless, my primary
focus is neither on intermedial adaptations nor on the sprawling story-
worlds that are represented in transmedial entertainment franchises.
Instead, I concentrate on more general questions that apply to narra-
tive representations across mediawhether or not they are intermedial
adaptations retelling a story(world) that has already been told, and
whether or not they are contributing to the representation of a trans-
medial storyworld in the context of more or less complex convergent
arrangements of narrative works in different media.
While this book is primarily concerned with fairly fundamental
questions related to the development of a method for the analysis of
transmedial strategies of narrative representation and a theoretical
frame that allows for the correlation, modification, and expansion of
existing approaches to narratological analysis across media, then, its
potential areas of application are considerably broader. First, let me
reemphasize that a sound understanding of the strategies of narrative
representation that are employed by narrative works across media
will provide a valuable basis for better understanding not only how
intermedial adaptations such as Peter Jacksons The Lord of the Rings
or The Hobbit trilogies, hbos Game of Thrones, or Lucas Arts Indi-
ana Jones video game series relate to their respective pre-texts but
also how the various elements of transmedial entertainment fran-
chises such as Star Wars, Batman, and Warcraft (as well as more
adaptation-heavy franchises such as The Lord of the Rings, A Song
of Ice and Fire, and The Walking Dead, of course) contribute to the
representation of their respective transmedial storyworld(s). Second,
Introduction xix
understanding the basic principles that allow for narrative meaning
making across media will also provide a foundation for studies
concerned with larger-scale questions of cultural meanings, their
socioeconomic contexts, and the ways both are renegotiated in the
inter- and transcultural dynamics of our globalized worldwhich,
in turn, will offer much-needed contextualization of the transmedial
strategies of narrative representation discussed in the following
chapters.
Third, while I am primarily concerned with contemporary media
culture (broadly conceived as spanning from the late 1980s to the
present day), these transmedial strategies of narrative representation
(and, perhaps even more importantly, their medium-specific realiza-
tion) are historically variable at least to a certain extent. Accordingly,
the method of analysis and the theoretical frame developed here may
provide fruitful starting points for future studies that are concerned
with the historization of the transmedial strategies of narrative rep-
resentation on which I will focus. Fourth and finally, while my interest
is primarily method(olog)ical and theoretical, a thorough examination
of the principles that govern narrative meaning making in the context
of both comparatively abstract conceptual analyses of transmedial
strategies of narrative representation and more concrete narratologi-
cal analyses of their medium-specific realization in contemporary
films, comics, and video games may also have some practical relevance
with regard to filmmaking, comics artistry, video game design, and
the production of intermedial adaptations as well as transmedial enter-
tainment franchises, in particular.
Despite these broad areas of potential applications, though, this
books focus will necessarily have to remain comparatively narrow.
After chapter 1 has outlined the aims and scope of the project of a
transmedial narratology as it is pursued here in more detail, the
books three main parts focus on the representation of storyworlds,
the use of narratorial representation that is attributable to some kind
of narrator, and the use of subjective representation to provide direct
access to characters consciousnesses as three particularly salient
xx Introduction
(and fairly general) transmedial strategies of narrative representation.
To this end, the opening chapter of each part develops a transmedial
conceptualization of the respective strategy of narrative representation
(that is, chapter 2 discusses the storyworld as a transmedial concept,
chapter 4 discusses the narrator as a transmedial concept, and chap-
ter 6 discusses the representation of subjectivity as a transmedial
concept), while each concluding chapter analyzes how the respective
strategies are realized across media (that is, chapter 3 examines nar-
rative representation across media, chapter 5 examines narratorial
representation across media, and chapter 7 examines subjective rep-
resentation across media).
Throughout the following chapters, I primarily analyze feature
films such as Quentin Tarantinos Pulp Fiction, Tom Tykwers Run
Lola Run, David Cronenbergs eXistenZ, David Finchers Fight Club,
Bryan Singers The Usual Suspects, Spike Jonze and Charlie Kaufmans
Adaptation., Terry Gilliams 12 Monkeys and Fear and Loathing in Las
Vegas, or Ron Howards A Beautiful Mind; graphic novels such as Art
Spiegelmans Maus, Chris Wares Jimmy Corrigan: The Smartest
Kid on Earth, Neil Gaimans The Sandman: Preludes and Nocturnes,
Mike Carey and Peter Grosss The Unwritten: Leviathan, Alan Moore
and Kevin ONeills The League of Extraordinary Gentlemen, Craig
Thompsons Habibi, Shaun Tans The Arrival, Frank Millers Sin City:
Hell and Back, or Charles Burnss Black Hole; and highly narrative
video games such as Bungies Halo, Remedys Alan Wake, Biowares
Dragon Age: Origins, Hotheads DeathSpank, Ubisofts Prince of
Persia: The Sands of Time, Supergiant Games Bastion, Monoliths
F.E.A.R.: First Encounter Assault Recon, Frictional Games Amnesia:
The Dark Descent, or Rocksteadys Batman: Arkham Asylum as single
works.6 Yet most if not all of these narrative works are part of an
intramedial series, an intermedial adaptation process, and/or a trans-
medial entertainment franchise. Hence, after I have developed the
foundation of a genuinely transmedial narratology by primarily treat-
ing the narrative works that I have chosen as examples as if they were
single works, I conclude by briefly revisiting the broader questions
Introduction xxi
and fields of inquiry sketched above and, once more, underscoring
transmedial narratologys potential for being contextualized, histo-
ricized, and practicabilized. Before I can begin discussing the relation
between narrative representations and the storyworlds they represent,
though, quite a few more fundamental problems related to the project
of a transmedial narratology need to be tackled.
xxii Introduction
Transmedial Narratology and
Contemporary Media Culture
1 Toward a Transmedial Narratology
1
out to be the dominant methodological paradigms of contemporary
narratology (Narratology 340). First, contextualist narratology
relates the phenomena encountered in narrative to specific cultural,
historical, thematic, and ideological contexts (Meister, Narratology
340) (and, accordingly, complies with Nnnings category of con-
textualist, thematic, and ideological approaches/applications of
narratology in literary studies). Second, cognitive narratology
focuses on the human intellectual and emotional processing of
narrative (Meister, Narratology 340) (and, therefore, is closest to
Nnnings category of cognitive and reception theory-oriented
kinds of [meta-]narratology). Third, transgeneric and intermedial
approaches (that refer to Nnnings transgeneric and transmedial
applications and elaborations of narratology) include not only
research on the transmedial dimensions of narrative but also a variety
of intermedial and intramedial narratological approaches concerned
with a single medium or genre such as poetry, drama, painting, music,
film, comics, or video games.4
It may be worth stressing at this point that the French structuralists
of the 1960s and 1970s already considered narrative to be inter-
national, transhistorical, transcultural, and fundamentally
transmedial in that it can occur in an almost infinite diversity of
forms (Barthes, Introduction 79). However, many of these early
narratologists focused less on this diversity of narrative media (or the
relation between their specific mediality and the transmedial proper-
ties of narrative representations) than on a search for the laws which
govern the narrated matter (Bremond, The Logic 387), with these
laws often being found on a level so abstract as to be of little value
for the analysis of actual narrative representations. Overly formalistic
and epistemologically naive as their works may appear from the per-
spective of contemporary narratology (as well as, and perhaps even
more so, from the perspective of contemporary literary and media
theory), the high structuralists (see Scholes 157) have not only intro-
duced or refined a number of influential narratological concepts (such
as actant, event, or the story/ discourse distinction),5 but their
search for narrative universals also remains an important point of
35
More recently, Wolf Schmid has argued for the expansion of the
two-tier distinction between story and discourse or the three-tier
distinction between story, narrative, and narrating into a four-
tier distinction between happenings, story, narrative, and the
presentation of the narrative. In the framework of Schmids ideal
genetic model (Narratology 190)which, unfortunately, contributes
to narratologys terminological confusion by its nonstandard usage
of the term narrativehappenings are the amorphous entirety of
situations, characters and actions explicitly or implicitly represented,
or logically implied, in the narrative work (Narratology 190) and can
be distinguished from the story as the result of a selection from the
happenings (Narratology 191, original emphasis). While the story
contains the selected elements in their ordo naturalis, Schmids
narrative instead places the elements in an ordo artificialis,
resulting in a sequence of presentation (Narratology 191, original
emphases). Finally, the presentation of the narrative is formed by the
phenotypic tier..., i.e. it is the only tier accessible to empirical obser-
vation (Schmid, Narratology 192).
I do not find Schmids terminological choices entirely convincing,
but his four-tier model of narrative constitution still serves to remind
us that the distinction between story and discourse (or fabula
and syuzhet, or histoire and discours, or plot and narration,
or any two-tier distinction between a level of what is represented and
a level of representation) may be considered insufficiently complex in
at least two ways. First, Schmids distinction between story and
narrative demonstrates that it can occasionally be helpful to distin-
guish not only between the story as a succession of represented
events and the discourse as the representation of these events but
alsoas I do in this bookbetween the story as a succession of
represented events in their chronological order and the story-as-
discoursed (Chatman, Story 43), which is more commonly called the
plot, as the succession of represented events in the order in which they
are represented. Second, and perhaps more importantly in the context
of the present study, Schmids distinction between happenings and
story illustrates that there usually is more to the world of a narrative
71
make explicit propositions, represent the flow of time, thought,
interiority, dialogue, make causal relations explicit, represent pos-
sibility, conditionality, or counterfactuality, or make evaluations
and judgements (Ryan, Avatars 19). Finally, music may create
suspense and desire for what comes next and generally arouse emo-
tions, but cannot represent thought, dialogue, causality, virtuality,
single out distinct objects, characters, or events in a storyworld, or
even tell a specific story at all, since its stimuli have no fixed mean-
ing (Ryan, Avatars 19).
Evidently, most types of narrative representation belong in more
than one of Ryans media families, and, accordingly, she not only
concedes that moving pictures without sound track can be consid-
ered a fourth semiotic type (Avatars 1819) but also emphasizes that
the affordances of language, pictures, and music complement each
other, and when they are used together in multichannel media, each
of them builds a different facet of the total imaginative experience
(Avatars 2021). Instead of thinking about semiotic channels that
may be combined in multi-channel media, though, it seems prefer-
able to examine the specific multimodal configurations that define
the mediality of conventionally distinct media such as films, comics,
and video games. Originally introduced in linguistic discourse anal-
ysis and education studies in order to acknowledge that, while
language is widely taken to be the most significant mode of com-
munication in traditional linguistics and communication theory,
representation and communication always draw on a multiplicity of
modes, all of which have the potential to contribute equally to mean-
ing (Jewitt 14), the concept of multimodality has become widespread
within literary theory and media studies.1 In no small part due to the
increasing popularity of the notion that communication is necessarily
multimodal, the relation of terms such as medium and mediality
to terms such as mode and multimodality is conceived in various
different and sometimes contradictory ways, butat least in contem-
porary narratologythere appears to be a common consensus that
the concept of multimodality is particularly useful for describing the
semiotic resources that define the medialityand, hence, also the
various situations in which the former plays around with his tape
recorder (recording birdsong and the conversation of strangers) and
his telephone (prank calling his mother with a changed voice), but due
to the lack of any conventional representational or content markers, it
initially remains unclear whether this sequence of panels is meant to
represent the experience of the unconscious Jimmy in some way (i.e.,
a dream, a memory, or a fantasy that would make the represented situ-
ations part of a hypodiegetic secondary storyworld) or is merely an
analepsis to an earlier part of the diegetic primary storyworld.
However, this initial ambiguity is resolved on the next pages, which
represent Jimmy lying in the street in front of the delivery van, slowly
coming to his senses while the driver of the van and his father take a
look at him. This time, Jimmys subjective perception of the situation
is represented pictorially instead of verbally, with the first panel using
a faded turquoise to represent a combination of elements from
125
Chatman prominently distinguishes between the real author, the
implied author, and the narrator as well as between the real
reader, the implied reader, and the narratee (see Story 147151;
see also Chatman, Coming to Terms 74138, for a more detailed
discussion of the implied author and its relation to the narrator).
Replicating Grard Genettes exclusive focus on fictional narrators
(see Genette, Narrative Discourse 212262; Narrative Discourse Revis-
ited 79129), Shlomith Rimmon-Kenan distinguishes only between
the real author, the real reader, the (fictional) narrator, and the
(fictional) narrateealbeit her argument that the implied author
should not be treated as a participant in the communication process
does not deny the concepts general usefulness (see Rimmon-Kenan,
Narrative Fiction 8890). Similarly, Mieke Bal limits herself to the
well-established distinction between the (biographical) author and
the narrator, emphasizing that the notion of an implied author
is... not limited to narrative texts, but can be applied to any text
(Narratology 18). At least within classical literary narratology, then, a
number of influential narratologists postulate a multitier model of
narrative communication that includes slots for a biographical or
actual author, a fictional or represented narrator, and the nar-
rated characters, sometimes including an additional slot for the
abstract or implied authorwith the latter term in particular com-
monly being used to refer either to a kind of unified textual meaning
that includes not only the extractable meanings but also the moral
and emotional content of each bit of action and suffering of all of the
characters (Booth, The Rhetoric 73) or to the image he [or shethe
biographical author, that is] creates of himself [or herself ] (Booth,
The Rhetoric 395, original emphasis)in between the biographical
or actual author and the fictional or represented narrator.
However, while a position that describes literary narrative repre-
sentation as communicated communication seems to imply that
even in cases where there are next to no markers of a narrators pres-
ence apart from the fact that we hear a voice speaking of events,
characters, and setting (Chatman, Story 197), we can (and, in fact, often
do) assume his or her (fictional or represented) existence, there has
167
to its represented mode. While it seems uncontroversial to attribute
films spoken voice-over narration to a narrator-as-narrating-character,
then, these narrators are usually not represented as being in control of
the audiovisual representation, even though the audiovisual representa-
tion commonly contributes to the representation of the storyworld about
which they tell their narratees.
It is clearly beyond the scope of this chapter to catalogue the diver-
sity of forms in which narrators may be realized within contemporary
feature films,2 but Run Lola Run once again provides a good example
of how films that do not emphatically organize their global strategy
of narrative representation around the use of a narrator (as is the case
in The Usual Suspects, Fight Club, or Spike Jonze and Charlie
Kaufmans Adaptation., among others) may still casually use extra-
diegetic as well as intradiegetic narrators to add some narrativeor,
more precisely, narratorialcomplexity to the representation of their
storyworld(s). In the opening sequence preceding the titles, Run Lola
Run not only presents the spectator with written intertitles that quote
the poet T. S. Eliot and the soccer player/manager Sepp Herberger3
but also uses an extradiegetic heterodiegetic voice-over narrator to
offer some pseudo-philosophical reflections on the human condition
and the nature of time. The distinctive voice of Hans Paetsch certainly
provides sufficient cues to allow the spectators to intersubjectively
construct a narrating character, but the relation between his brief
musings and the following sequences seems underspecified, at bestit
could even be argued that these musings barely qualify as narration.
Likewise, the ontological status of what is represented by the audio-
visual representationwhich shows some of the films main actors as
part of a larger crowd, using overlit and out-of-focus pictures as well
as some additional color changes to mark the questionable ontological
status of the represented situations (see figure 11)remains unspeci-
fied, but is perhaps best comprehended as being external to the films
storyworld.
However, Run Lola Run repeatedly employs additional forms of
narratorial representation, using intradiegetic narrators to provide
details about the storyworld, contribute to the unfolding of the story,
Fig. 15. Tyler Durden pointing at the cigarette burn on the film picture in
Fight Club
Fig. 16. Tyler Durden inserting a pornographic picture into a family film in
Fight Club
Fig. 18. The diegetic Charlie Kaufman typing parts of his script
in Adaptation.
resolved during the last third of the film. The relevant turning point
in both the story and the plot is marked by a situation in which Char-
lie asks Donald for help with the script for the Orchid Thief adaptation.
After this situation has been represented, the film morphs from a
character study that mainly consists of Charlies voice-over reflec-
tions on life and writing into what Jan Christoph Meister describes
223
and point of view are sometimes seen as interchangeable, then, even
individually the terms may be used to refer to rather different
concepts.
In fact, Schmid soon runs into a fundamental terminological prob-
lem that tends to occur when narratologists discuss perspective or
point of view. There seems to be a widespread consensus in classical
as well as contemporary narratology that, unlike such textual ele-
ments as character, plot, or imagery, point of view is essentially a
relationship rather than a concrete entity (Lanser, The Narrative Act
13, original emphasis), but there are at least two kinds of relation-
ships to which terms such as perspective or point of view may
refer. Schmid defines perspective quite inclusively as the complex,
formed by internal and external factors, of conditions for the compre-
hension and representation of happenings (Narratology 99, original
emphasis), but he primarily treats it as a function of narrative repre-
sentation, using the term to refer to the way in which a representation
of happenings relates to their comprehension. If one concedes that
every represented fictive entity in a narrative work potentially has a
point of view or perspective of his or her own (Schmid, Narratology
89, footnote 1), however, the two terms may also refer to how a repre-
sented characters consciousness relates to the storyworld in which
that character is located. In fact, Schmid uses the terms in this sense
himself when he distinguishes between narratorial and figural
perspective/point of view and defines the latter as allowing the nar-
rator to narrate from the perspective of one or more of the narrated
characters (Narratology 105).5
In an attempt to disentangle the terminological thicket sur-
rounding terms such as perspective and point of view, Jens Eder
distinguishes yet another type of concept commonly associated with
the former. First, the term perspective may be defined as referring
to a (primarily) mental system of conditions of characters or narrat-
ing instances on whose basis they experience or represent the fictional
world (Eder, Die Figur 580, my translation from the German). These
kinds of mental perspectives refer to how a characters conscious-
ness relates to the storyworld in which it is located. Second, the term
265
experiencing I using only an a posteriori contextual marker and more
subtle simultaneous content markers.2 Finally, as I will show in more
detail below, David Finchers Fight Club uses not only a highly sub-
jective extradiegetic homodiegetic narrator but also a particularly
intransparent form of (quasi-)perceptual overlay and the nonnarrato-
rial representation of internal worlds extensively and repeatedly.
Before I discuss Fight Clubs use of strategies of subjective representa-
tion any further, though, let me begin by examining an example that
nicely illustrates how recipients understanding of what it is, pre-
cisely, that is represented by nonnarratorial representations of
internal worlds may change as a films plot develops and its story
unfolds.
Terry Gilliams 12 Monkeys opens with a sequence that represents
a man being shot at an airport with a boy watching the shooting
(although the extent to which spectators will realize that this is what
is represented during their first viewing of the film may vary, as the
events are not represented in a particularly explicit way).3 There are
striking simultaneous representational markers (including the use of
overlit pictures and slow motion)4 as well, but it becomes clear that
what is represented here is a dream only when the dreamer, who
appears to have slept in some kind of prison, is shown waking up in
what has become a highly conventionalized form of an a posteriori
contextual content marker (see figure 43 and figure 44). As it turns
out, the dreamer, James Cole, is a prisoner located in a postapocalyptic
future where a virus has killed 99 percent of the human population
(as opposed to the previously represented airport located in the hypo-
diegetic secondary storyworld of his dream, which appears to be quite
contemporary). In order to reduce his sentence, James volunteers
to scout the earths surface, catching animals that may help the
remaining humans to better understand the nature of the virus. Since
he seems to be good at this task, James is eventually asked to partici-
pate in a high-risk time travel operation to find out more about the
virus in the past. He agrees, and the time travel appears to have
indeed been successful, as a written insert identifies the next segment
of the audiovisual representation as representing Baltimore April
or not to kill a hitchhiker that Raoul and Dr. Gonzo have picked up,
until the experiencing Is mumbling eventually gets audible enough
to suggest that the previous parts of the voice-over would actually
have to be attributed to the experiencing I as an intradiegetic thinking
narrator, making it appear as an intransparent form of the narratori-
ally framed representation of the latters internal voice, which is
marked as such only a posteriori: Hmm? Jesus, did I say that? Or just
think it? Was I talking? Did they hear me?
This collapse of the voice of the extradiegetic homodiegetic narra-
tors narrating I with that of his experiencing I temporarily acting as
an intradiegetic thinking narrator remains largely confined to the
films opening sequence,15 but the latter still effectively serves to
introduce the core elements of Fear and Loathing in Las Vegas: an
extradiegetic homodiegetic narrator who is highly subjective in that
he regularly provides direct access to the mind, (quasi-)perceptions,
and internal voice of his experiencing I, and an audiovisual represen-
tation that likewise employs a variety of strategies of subjective
representation to represent the experiencing Is drug-induced hallu-
cinations (the representation of which tends to be fairly transparent,
though, as the experiencing Is drug use is explicitly represented and
the narratorial representation also tends to explicitly comment on the
formers drug-related hallucinatory experiences, providing both
simultaneous and contextual narratorial markers of subjectivity).
Fig. 52. Distorted face of the parking attendant in Fear and Loathing in
LasVegas
more clearly how The Sandman uses not only comparatively trans-
medial but also more medium-specific markers of subjectivity. The
dream sequence in question is contextually marked, though both a
priori and a posteriori contextual content markers are used this time:
the character in question, Hob Gadling, is shown sleeping next to his
lover before the verbal-pictorial representation starts representing his
dream (see figure 55) and then, again, when he awakes after the dream
sequence (see figure 56). The nonnarratorial representation of the
dream itself is also marked as subjective by what is represented:
the strange combination of elements from very different times in
historyincluding a dream version of Queen Elizabeth I interacting
with a computercannot readily be plausibilized as part of the
diegetic primary storyworlds factual domain, but is, of course, eas-
ily explained as part of Hobs dream, since Hob is more or less
immortal. Finally, The Sandman uses subtle but still rather effective
(and, once more, comparatively medium-specific) simultaneous rep-
resentational markers to communicate the different ontological status
of the represented situations. On the one hand, this refers to the faded
colors and diffuse lines used to represent Hobs dream, which empha-
sizes the drawn quality of the pictures as well as the different
ontological status of its content. On the other hand, and perhaps
more importantly, the frames of the panels representing the dream
have a slightly fuzzy or wavy quality to them, which is, indeed, a
highly conventionalized comics-specific marker of subjectivity in the
context of the nonnarratorial representation of internal worlds.
As the nonnarratorial representation of internal worlds seems
particularly widespread in contemporary comics, I would like to
briefly mention yet another example that further illustrates the
medium specificity of this strategy of subjective representation, even
thoughor perhaps particularly becauseit does not represent a
prototypical form of the medium: Shaun Tans The Arrival uses sepia-
colored pictures without any recognizable words or conventionalized
representational strategies such as speech balloons or thought bubbles
Fig. 62. Onset of Wallaces hallucinations in Sin City: Hell and Back
Fig. 78. Fake crash before the third Scarecrow sequence in Batman:
Arkham Asylum
resulting in Batman using the bat signal to defeat the Scarecrow yet
again. Interestingly, though, once the hallucinatory Scarecrow is
defeated, Batman is represented as stepping over the bodies of various
thugs that roughly match the body types of the skeletons he had to
fight during the hallucinatory sequence. This implies quite forcefully
that Batmans drug-induced hallucinations are ultimately still based
on the storyworlds factual domain, which would arguably make at
least the third Scarecrow sequence a border case between the full-
fledged nonnarratorial representation of Batmans internal world
and a mere (quasi-)perceptual overlay.
While Batman: Arkham Asylum once more illustrates that video
games can use strategies of subjective representation to rather differ-
ent effect as well as focus either on their narrative or ludic functions
(or a combination of both), the range of these strategies extends well
beyond the still comparatively local use of (quasi-)perceptual point-
of-view sequences, (quasi-)perceptual overlay, and the nonnarratorial
representation of internal worlds in F.E.A.R., Amnesia: The Dark
Descent, and Batman: Arkham Asylumwith some games framing
considerably larger segments of their interactive gameplay as contrib-
uting to the nonnarratorial representation of internal worlds, in
shadowy figure with an axe appearing next to the car, vanishing, and
immediately reappearing in front of Alan. During the gameplay
sequence that follows, Alan is chased down the path leading away from
the road by the shadowy figure, which, in a series of scripted events,
threatens Alan and eventually starts attacking him: You dont even
recognize me, do you, writer? You think youre God? You think you
can just make up stuff? Play with peoples lives and kill them when you
think it adds to the drama?
While it seems clear that the main ludic function of Alan Wakes
opening sequence is to allow the player to become acquainted with
the games core mechanics and possibilities of interaction via extrafic-
tional instructions and the necessity to follow them in order to let
Alan survive the attacks of the shadowy figure (in rapid succession,
the player learns about how he or she can let Alan jump, evade attacks,
and sprint),38 this sequence further introduces a number of thematic
elements that remain central to the unfolding storythe autopoietic
metalepsis that the hypodiegetic Alan also increasingly begins to
become aware of being the most important of thesewhen the ever-
present narrator states that his experiencing I realized that the
hitchhiker was a character in the story Id been working on and the
This books point of departure was the observation that the ubiquity
of narrative representations in contemporary media culture neces-
sitates a genuinely transmedial narratology that provides not only a
method for the analysis of transmedial strategies of narrative repre-
sentation and their realization within the specific mediality of films,
comics, and video games but also a theoretical frame within which
medium-specific approaches from literary or film narratology, from
comics studies or game studies, and from other relevant fields of
research can be critically examined as well as systematically corre-
lated, modified, and expanded to further illuminate the forms and
functions of narrative representation across media. In pursuing this
project, I have attempted to adhere to a criterion of continuity that
emphasizes the relevance of previous research as well as to a criterion
of neutrality that underscores the importance of remaining compat-
ible with a broad range of theories and methods. In other words, the
method of analysis I have developed throughout the previous chapters
has, from the outset, been intended to be readily expandable by
approaches from other research contexts. I would like to use the final
few pages of this book, then, not to summarize my findings but,
rather, to briefly sketch some areas of potential expansion and applica-
tion, some roads not (yet) taken.
Maybe most obviously, these entail the possibility of examining
the realization of transmedial strategies of narrative representation
in media other than contemporary films, comics, and video games.
A particularly fruitful expansion of this kind would aim at the real-
ization of these strategies in contemporary quality television,
focusing, for example, on narratively complex television series such
327
as Breaking Bad, Game of Thrones, Lost, Sherlock, The Walking Dead,
or The Wire. Other, perhaps less obvious potentials for medial expan-
sion would include theatrical performances and literary texts.
Moreover, there is also quite a bit of potential left for conceptual
expansion. This would entail not only the further critical examination,
correlation, and modification of medium-specific terms and concepts
from film narratology, comics studies, and game studies (or literary
narratology, performance studies, and television studies, for that mat-
ter) but also the discussion of certain transmedial aspects of narrative
representation to which I have not paid as much attention as they
doubtlessly deserve. Examples of the latter would include strategies
of plot design or taxonomies aiming at the inventory of story-
worlds, the complex problem of authorial voices or the forms and
functions of evaluative unreliability, and the representation of char-
acters emotions as well as their relation to recipients emotions.
Another way to expand the scope of the method of analysis that
this book has developed would be to apply it to corpora beyond the
single work. Evidently, this observation is not limited to the fact that
most of the comics and video games that I have analyzed in the previ-
ous chapters are part of a more encompassing intramedial series.1
Rather, quite a few of my main examples could also be analyzed as
intermedial adaptations or, alternatively, as narrative works that form
the basis of such adaptations.2 Accordingly, it might prove interesting
to compare the strategies of narrative, narratorial, and subjective rep-
resentation that, say, Chuck Palahniuks novel Fight Club, Alan Moore
and Kevin ONeills comics series The League of Extraordinary Gentle-
men, or Ubisofts video game Prince of Persia: The Sands of Time and
their respective film adaptations by David Fincher, Stephen Nor-
rington, and Mike Newell employ. More specifically, while current
adaptation studies have increasingly, and for good reasons, moved
away from the issue of fidelity, a narratologically informed com-
parison of adaptations could still provide interesting perspectives on
questions such as how Frank Millers comics series Sin City relates to
his and Robert Rodriguezs film adaptation (which not only combines
several of the original story lines but also employs a rather distinct
328 Conclusion
visual style that is evidently influenced by the comics), how Alan
Moore and Dave Gibbonss Watchmen relates to Zack Snyders film
adaptation (which tells roughly the same story but is much less suc-
cessful in emulating the strategies of narratorial representation that
all but define the comic), or how Terry Gilliams Fear and Loathing
in Las Vegas manages to adapt the strategies of subjective represen-
tation of the Hunter S. Thompson novel on which it is based.3
Furthermore, my observations on which elements of the gameplay
of contemporary video games are meant to contribute to the repre-
sentation of these games storyworlds as well as my focus on the ludic
functions of the video game-specific realization of strategies of nar-
rative, narratorial, and subjective representation might also help
explain why a film adaptation such as Simon Wests Lara Croft: Tomb
Raider opens with a sequence that self-reflexively represents Lara
Croft (who is played by Angelina Jolie) doing things that appear very
similar to what the video game version of her character does during
the gameplay of the action-adventure series, only to successively mark
the sequences as having merely represented a training simulationor
why a film adaptation such as Andrzej Bartkowiaks Doom struggles
to captivate what makes Doom 3 a compelling first-person shooter. In
addition, the method of analysis developed in the previous chapters
might also prove helpful in considering why, for example, Travellers
Tales Lego The Lord of the Rings succeeds not only as an adaptation
of Peter Jacksons The Lord of the Rings trilogy but also as the action-
adventure that it primarily is, or why Rocksteadys Batman: Arkham
Asylum manages to capture the look and feel of the current iteration
of the franchise without being an actual adaptation of Christopher
Nolans Batman film trilogy (and, arguably, does so more convinc-
ingly than straightforward adaptations such as Eurocoms Batman
Begins).
Indeed, the way in which Batman: Arkham Asylum relates not only
to Nolans Batman Begins, The Dark Knight, and The Dark Knight
Rises but also to the larger Batman franchise might serve to emphasize
that an examination of intermedial adaptations is not sufficient for
coming to terms with the complex ways in which contemporary films,
Conclusion 329
comics, and video games (as well as television series, literary texts,
and even theatrical performances) transgress the notion of the single
work. While most transmedial entertainment franchises entail vari-
ous forms of what may be described as retellings or, perhaps less
restrictively, as adaptations, they are more saliently defined by the
expansion and modification of initially work-specific storyworlds that
are thus compounded into transmedial storyworlds and transmedial
universes.4 Take, for example, the video games in the particularly
complex Star Wars franchise: it is clear that the (as of the time of this
writing)5 six feature films represent the canonical core of the Star
Wars universe, yet there are not only games such as Lego Star Wars
and Lego Star Wars ii: The Original Trilogy that, despite their striking
lego-ization,6 primarily aim to retell the films stories and,
hence, can be described as adaptations (just like the Lego The Lord
of the Rings game mentioned above), but also games such as those
in the Star Wars: Knights of the Old Republic series that aim not at a
retelling of the films stories but, rather, at a logically consistent
expansion of the storyworld that the latter are representing. This is not
to say that there are no minor inconsistencies in both series, but most
of the more recent Star Wars gamesas opposed to the early Star Wars
comics, for exampledo not aim at a modification of the transmedial
storyworld that is at the core of Star Wars transmedial universe.
In order to provide some scope, let me briefly contrast this state of
affairs with the dominant relation between the work-specific as well
as transmedial storyworlds in the less encompassing comics-based
franchise of The Walking Dead, which has recently received much
attention: at first glance, amcs television series may appear to be an
adaptation of Robert Kirkmans comics series, and the first season of
Telltales adventure game series may, in turn, appear to be an adapta-
tion of the television series, but the differences in the stories these
series tell turn out to be quite striking and do, in fact, seem to make
a description of the television series work-specific storyworld as a
modification of the comics series work-specific storyworld appear
more appropriate. In contrast, the adventure game series takes even
more libertiesincluding a change in the main protagonistbut does
330 Conclusion
so in a way that makes it appear as a largely consistent expansion of
the comics series work-specific storyworld rather than as either a
faithful retelling or a comparatively less faithful modification.
And, finally, Terminal Realitys recently published first-person shooter
The Walking Dead: Survival Instinct is intended to expand the work-
specific storyworld of the television series rather than that of the
comics series. While it would seem that a more detailed analysis of
these kinds of transmedial storyworlds and transmedial universes
could benefit from the method developed in the previous chapters in
general and my transmedial conceptualization of storyworlds in par-
ticular, then, any narratologically informed approach to transmedial
entertainment franchises would also have to tackle considerably more
complex problems related, for example, to questions of collective
authorship and fan participation during the making of transmedial
meaning(s).
Incidentally, the necessity of examining questions of collective
authorship and audience participation in the negotiation of meaning
not only but particularly when analyzing transmedial entertainment
franchises brings me back to the three more general areas of concep-
tual expansion that have already briefly been mentioned in the
introduction. First, my detailed reconstruction of the basic principles
that allow for narrative meaning making across media could serve as
a foundation for attempts at a further contextualization of the method
of analysis developed in the previous chapters. Starting from the
striking observation that a large majority of both the authors having
authored and the characters being represented in my main examples
are straight white males (which appears to be typical of the main-
stream of contemporary media culture), one could, for example,
critically reconstruct the interrelation between identity politics and
narrative production, representation, or comprehensionas well as,
perhaps, develop accounts of narrative production, representation, and
comprehension that try to make these hegemonial actors Other(s)
more visible.7 Second, the obvious observation that transmedial strat-
egies of narrative representation are, at least to a certain extent,
historically variable makes the historization of the project of
Conclusion 331
a transmedial narratology appear particularly desirable. The two
examples that most readily come to mind are studies concerned with
the historical development of narratorial representation across media
or studies concerned with the historical development of subjective
representation across media. However, it would appear just as promis-
ing to attempt to provide a historically oriented account of intermedial
adaptations or transmedial entertainment franchises. Third, and
finally, my thorough examination of the principles that govern nar-
rative meaning making in contemporary films, comics, and video
games may also have some practical relevance with regard to film-
making, comics artistry, and video game designor the production
of intermedial adaptations and transmedial entertainment franchises,
for that matter. Indeed, the method of analysis that this book has
developed might, in turn, be enriched and further sophisticated by
best practice studies that aim not only at analyzing but also at opti-
mizing transmedial strategies of narrative representation.8
However, let me conclude by emphasizing once more that this
wealth of opportunities for medial as well as conceptual expansion
and areas of intermedial as well as transmedial application depends
on the theoretical and methodological foundation that the previous
chapters have developed. My comparatively narrow focus on particu-
larly salient strategies of narrative representation that are used to
represent storyworlds, strategies of narratorial representation that
can be attributed to narrators, and strategies of subjective representa-
tion that provide direct access to characters consciousnesses as well
as on their realization within the specific mediality of contemporary
films, comics, and video games was necessary to provide this theoreti-
cal and methodological foundation. With such a foundation arguably
provided by the present study, though, I am very much looking for-
ward to seeing which additional building blocks will be added to the
project of a genuinely transmedial narratology in the hopefully not
too distant future.
332 Conclusion
Notes
Introduction
1. See, for example, Gray, who remarks that a common first line for books
on contemporary media, and for many a student essay on the subject,
notes the saturation of everyday life with media (Show 1). Evidently,
Grays remark is nothing but a subtle way to note just that. But so is
quoting Gray, of course. For accounts of the kind of technological,
cultural, and socioeconomic dynamics at play here, see, e.g., Brookey;
Deuze; Evans; Gardner, Projections; Jenkins, Convergence Culture;
Jenkins, Ford, and Green; D. Johnson.
2. While adaptation studies has grown into a rather well-tended field of its
own by now, its focus still largely appears to be on the intersection of
literary criticism and film studies, with comics studies and game studies
only just beginning to become interested in practices of intermedial
adaptation. See, e.g., Corrigan; Hutcheon; McFarlane; as well as the
contributions in Albrecht-Crane and Cutchins; MacCabe, K. Murray,
and Warner; Naremore.
3. For further discussion of these franchises, see, e.g., Mikos et al.; or
K. Thompson, The Frodo Franchise, on The Lord of the Rings; Klastrup
and Tosca, Game of Thrones, on A Song of Ice and Fire; Brooker, Using
the Force, on Star Wars; Jenkins, Convergence Culture, on The Matrix;
Harvey; or Hills, Triumph, on Doctor Who; Mittell, Strategies; or the
contributions in Pearson on Lost; Brooker, Batman; Hunting the Dark
Knight; or the contributions in Pearson and Uricchio on Batman;
Jenkins, The Walking Dead, on The Walking Dead; Deuber-
Mankowsky on Tomb Raider; Thon, Computer Games; or the
contributions in Corneliussen and Walker Rettberg on Warcraft.
4. For further discussion of these questions, see the early groundbreaking
works by Jenkins, Textual Poachers; Kinder; Lvy; the studies of specific
franchises mentioned above; as well as, e.g., Dena; Eder, Transmediale
Imagination; Evans; Gray, Show; Hills, Fan Cultures; Jenkins, Trans-
media 202; Transmedia Storytelling; Klastrup and Tosca,
333
Transmedial Worlds; Mittell, Complex tv; Parody; Ryan, Story/
Worlds/Media; Transmedial Storytelling; Scolari; Thon, Converging
Worlds; M. J. P. Wolf. See also the recent contributions in Boni and
Lefebvre; Kinder and McPherson; Pearson and A. N. Smith.
5. Barthes has famously claimed that the narratives of the world are
numberless and that narrative is international, transhistorical,
transcultural (Introduction 79). Indeed, the generalization that
narrative is everywhere (B. Richardson, Recent Concepts 168) seems
only slightly exaggerated, though it is a core concern of the present book
to not leave it at that. Rather, it would seem that B. Richardsons general
observation is in dire need of more specific analyses, allowing us to
understand how different kinds of narrative representation can be
realized across media.
6. It might be worth noting that many of these works have secured largely
uncontested places in the canon of contemporary media culture and,
unsurprisingly, have received quite a bit of academic attention during
the past few decades. However, as the specific focus of the present book
is comparatively unusual within media studies, and as the analyses
presented in the following chapters are my own, I will refer to existing
research on the films, comics, and video games that I have chosen as
examples rather sparingly.
Conclusion
1. Indeed, the fundamental seriality of a significant segment of contempo-
rary cultural production is noteworthy not only from a narratological
point of view but also from the more general perspectives of media
studies and production culture studies. At first glance, a transmedial
narratology may appear to be mainly interested in the ways in which the
various installments of a series use similar or different strategies of
narrative representation or in the question to what extent these install-
ments can be said to represent a consistent storyworld. However,
see, e.g., Kelleter; I. Gordon; Denson and Jahn-Sudmann for broader
examinations of televisions, comics, and video games seriality.
2. As has already been mentioned in the introduction, adaptation studies
still primarily focus on the intersection of literature and film, but
comics studies and game studies are increasingly beginning to become
interested in practices of intermedial adaptations as well. See, e.g.,
Constandinides; Cutting; Keller; Kuhlman; Schmitz-Emans; Thoss,
Tell It. Incidentally, even if what I would call the expansion and
modification of storyworlds (following Doleel, Heterocosmica, and
Ryan, Transfictionality) are perhaps the more interesting operations
in the context of transmedial entertainment franchises, it should be
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11:14 (film), 84, 362n8 Alan Wake (video game), xxi, 64,
12 Monkeys (film), xxi, 84, 262, 85, 103, 105106, 113, 117, 120,
266270, 277, 325, 263n8, 363n10, 253, 255, 262263, 305, 313,
413nn34 321325, 370nn4041, 390n19,
300 (comic), 86, 157 420n33
300 (film), 157, 308 Alan Wake (video game series), 208,
306, 308
Aarseth, Espen, 149151, 339n23, Alan Wakes American Nightmare
336n27, 377n14 (video game), 370nn4041
Abbott,H. Porter, 4 Alber, Jan, 5658, 60, 63, 6667,
Abrahams, Jim, 149 356n39, 356n41, 358n45
action-adventure (genre), 19, 86, 105, Alices Adventures in Wonderland
113, 117, 208, 306, 308, 329, 342n33, (novel), 416n16
370n40, 420n33 Altman, Robert, 84, 362n8
actual world, 41, 58, 67, 69, 91, 93, The Amazing Spider-Man (comics
39, 351n24, 355n36, 357n44, 375n9, series), 390n19
382n40, 401n20 The Amazing Spider-Man (video
Aczel, Richard, 139141, 144, 155 game), 390n19
Adaptation. (film), xxi, 64, 66, 85, ambiguity, 5560, 83, 97, 115, 355n34,
88, 162, 168, 178182, 206, 219, 265, 418n23
358n47, 363n10, 386n2, 387nn910, Amlie (film), 412n2
390n19 Amenbar, Alejandro, 412n2
adaptations, xviixxi, 145, 157, 178, American Beauty (film), 167
182, 277, 308, 328330, 332, 333n2, American McGees Alice (video
386n1, 390n19, 413n3, 414n11, game), 311
421n2, 422n3 American Splendor (comics series),
adaptation studies, 333n2, 421n2 390
Adventure (video game), 396 American Splendor (film), 390
affects, 404n34. See also desires; Amnesia: The Dark Descent (video
emotions; feelings; moods; game), xxi, 311313, 317, 320, 325,
subjectivity 419n31
493
anachrony, 345n2. See also analepsis; 380nn2829, 381n31, 384n42,
flashback; flash-forward; 384n44, 386n3, 387n10, 389n13,
prolepsis 389n15, 390nn1819, 391n21,
analepsis, 7778, 9598, 169, 171, 391n23, 392n27, 401n21, 405n35;
174175, 180, 269, 282, 345n2, actual, 125127, 129132, 134137,
394n31, 418n23. See also 143144, 147148, 178179, 204,
anachrony; flashback 373n4, 374n7; as author function,
analysis, xviiixx, 111, 2426, 3031, 374n5; death of the, 374n5;
4950, 52, 7684, 91104, 109120, hypothetical, 132134, 137138,
145146, 151, 165, 168182, 184206, 142, 147, 150153, 156, 165, 171172,
208220, 227229, 231232, 239, 177, 187, 194195, 211, 374n7,
247249, 253255, 257, 263264, 380n26, 381n31, 384n44, 391n21;
266304, 307325, 327329, implied, 125128, 131133, 135, 138,
331332, 334nn56, 341n26, 354n31, 142, 143145, 149152, 156, 336n11,
363n14, 385n46, 398n8, 402n22, 373n3, 374nn68, 378nn2021,
422n3. See also method 379nn2526, 380nn2829,
animation, 82, 88, 363n11, 368n32 381n31, 384n42, 384n44. See also
Anodyne (video game), 321 author collectives; author figure;
Arjoranta, Jonne, 235236 authorship; characters: authoring
The Arrival (comic), xxi, 285287, author collectives, 131133, 135138,
325, 364n17, 378n17, 389n12, 142, 147, 150153, 156, 165, 171172,
417n20 177, 187, 194195, 211, 331, 373n4,
art history, 4, 397n3, 400n18 375n10, 376n12, 377n14, 381n31,
The Artist (film), 87, 364n16 384n44, 391n21. See also author
Assassins Creed (video game), author figure, 131, 134, 154, 171172,
368n33 177, 185, 187, 200, 373n4,
Asterios Polyp (comic), 417n18 375n9, 389n15. See also author;
audience, 7879, 154, 225, 331, 375n10. characters: authoring
See also recipients authorship, xvii, 128, 131133, 136137,
auricularization, 230, 399n12, 150151, 154, 178, 192194, 200,
410n55. See also focalization; 202, 204206, 331, 373n4, 375n10,
ocularization; perspective; 376n12, 377n14, 378n21, 380n28,
point of audition; point of view; 386n3, 387n9, 392n27, 401n21.
subjectivity Seealso author; intentionalism
author, 40, 48, 5354, 61, 74, 94, 115, autobiography, 204, 365n18, 375n9.
125154, 156, 165, 171172, 177180, See also biography
185, 187, 193195, 199, 200202, 211, Avary, Roger, 412n2
227, 237, 331, 336nn1011, 367n29,
373nn310, 376n12, 377nn1417, B., David, 68, 91
378nn2021, 379nn2526, Bacharach, Sondra, 136
494 Index
Backe, Hans-Joachim, 14 Bechdel, Alison, 68
The Baconing (video game), 395n34 Beil, Benjamin, xiii, 236, 400n17
Baetens, Jan, 147, 380n26 Being John Malkovich (film), 179
Bal, Mieke, 45, 4950, 74, 126, Bekmambetov, Timur, 308
227228, 232, 235, 377n15, 409n45 beliefs, 67, 239, 243, 245, 248249,
Balzs, Bela, 257 255, 374n7, 403n26, 407n37.
Baldurs Gate (video game), 117, Seealso knowledge; subjectivity
207208, 253, 396 Big Fish (film), 382n34
Baldurs Gate (video game series), The Big Lebowski (film), 156
371n42 biography, 204, 414n11. See also
Baldurs Gate II: Shadows of Amn autobiography
(video game), 421n38 BioShock (video game), 208
Balzer, Jens, 90 Black, DavidA., 160162, 383n38
Banfield, Ann, 377n15 Black, Shane, 387n9
Banksy, 68 Black Hole (comic), xxi, 85, 256, 262,
Baron Cohen, Sacha, 68 296304, 325
Barthes, Roland, 2, 21, 334n5 Blankets (comic), 68
Bartkowiak, Andrzej, 329 Blomkamp, Neill, 68
Bastion (video game), xxi, 156, 164, Bogost, Ian, 69, 366n27
215219, 305306, 308, 393n30, Bone (comic), 392n26
395n35, 395nn3738, 420n33 Booth, WayneC., 125126, 373n3,
Batman (comics series), 102 374n6, 384n42
Batman (franchise), xviixix, 12, Borat (film), 68
329, 366n24, 420n35 Bordwell, David, 54, 78, 128130,
Batman: Arkham Asylum (video 144, 151152, 226, 237, 342n32,
game), xxi, 256, 261, 313320, 325, 377n14, 378n21
329, 420n34 bottom-up processes, 7, 43, 239240,
Batman Begins (film), 329 247, 263. See also comprehension
Batman Begins (video game), 329 Brandom, Robert, 62
Batman: The Dark Knight Returns Branigan, Edward, 14, 4344, 67,
(comic), 94, 183184, 256, 418n25 129131, 133, 153, 225, 229, 236237,
Batman: Whatever Happened to the 239240, 246, 257259, 261262,
Caped Crusader? (comic), 93, 164 377n16, 399n10, 407n39
Bazin, Andr, 257 Braveheart (film), 157
Beardsley, MonroeC., 352n27, 374n7 Brazil (film), 412n2
A Beautiful Mind (biography), Breaking Bad (television series), 328
414n11 Bremond, Claude, 2, 5, 21
A Beautiful Mind (film), xii, 77, Brinkmann, ChristineN., 410n54
173, 256, 261, 273277, 280, 325, Burns, Charles, xxi, 85, 256, 296
414nn1114 Burton, Tim, 382n34
Index 495
Buscombe, Edward, 376n11 389n13, 389n15, 390n19, 393n30,
Bush, GeorgeW., 353n29 398nn89, 400n17, 401n19, 401n21,
402n24, 405nn3536, 408n43,
Cage, Nicolas, 88, 178179 409n49, 410n51, 411n59, 412n2,
Call of Cthulhu: Dark Corners 414n8, 417n20, 418nn2425,
of the Earth (video game), 311 419n27, 419nn3031, 420nn3334,
Call of Duty (video game), 419n29, 421n38; authoring, 134, 154155,
420n33 178, 185, 193, 200201, 204, 375n9,
Call of Duty 2 (video game), 85 378n17, 387n9, 389n15, 390n19;
camera (in film), 83, 145, 272, fictional, 178180, 185; as ludic
409n49. See also virtual camera objects, 371n43; narrating, 50,
(in video games) 138139, 141144, 146147, 150151,
Campbell, Eddie, 85 153154, 160, 165172, 185, 211,
canon, 58, 125, 330, 334n6, 422n5 286, 377n16, 378n17, 379nn2526,
Caracciolo, Marco, 242 400n17, 405n35; nonfictional,
Carey, Mike, xxi, 64, 85, 102, 282, 353n29; player-controlled, 110,
372n47, 390n19 117, 118120, 207212, 215217, 234,
causality, 30, 4344, 4649, 54, 62, 305312, 321, 368n33, 393nn2930,
7172, 76, 79, 8183, 85, 94, 96, 98, 395n33, 395n35, 395nn3738,
100101, 103104, 113, 121, 240, 407n38, 419n30, 420nn3334,
268, 343n36, 343n40, 350n19, 421n38. See also narrators;
351n21, 362n6, 363n12, 392n27, storyworlds; subjectivity
416n16 character speech, 86, 100, 252, 255,
characters, xvii, 12, 22, 3536, 41, 278, 288, 411n56, 417n21. See also
4550, 5253, 56, 6466, 7172, characters; narrators; voice
7781, 8690, 95, 100102, Charles, Larry, 68
105107, 112, 115120, 125126, Chatman, Seymour, 34, 8, 3536,
129130, 134, 138139, 141144, 3839, 46, 126127, 132, 141146,
146147, 150151, 153155, 158160, 149, 152, 155, 160, 164, 225227,
165173, 176, 178181, 185, 193194, 236238, 336n7, 377n15, 378nn2021,
200201, 204, 209213, 223232, 379n23, 400n17, 406n36
234241, 244253, 255256, Chion, Michel, 260, 407n39,
259265, 269270, 283284, 410n55
286, 288, 298, 306312, 321325, The Chronicles of Riddick: Assault
328329, 331, 337n15, 342n33, on Dark Athena (video game),
344n1, 345n3, 350n19, 351n22, 421n38
353n28, 353n29, 354n30, 355n36, The Chronicles of Riddick: Escape
362n8, 363n10, 366n25, 369n36, from Butcher Bay (video game),
371n43, 375n9, 377n16, 378n17, 421n38
379nn2526, 385n45, 387nn89, Ciccoricco, David, 399n13
496 Index
cinematic narrator, 141146, 148,151, balloons (in comics); thought
372n2, 378nn2021, 379n23. bubbles (in comics)
Seealso narrators comics studies, xix, 20, 26, 31,
Clash of the Titans (film), 86 68, 7576, 138, 142, 145147,
Cloverfield (film), 68 149, 231, 233234, 249, 252, 260,
Clowes, David, 45 327328, 333n2, 338n22, 342n32,
Coen, Ethan, 156 398n2, 421n2, 423n8. See also
Coen, Joel, 156 narratology: comics
cognitive theory, 810, 337n13, Command & Conquer (video game
348n16. See also narratology: series), 306
cognitive communication, 13, 18, 3940, 52, 68,
Cohn, Dorrit, 252256, 384n42, 7273, 125126, 131, 136, 138, 143,
401n21, 407nn4041 145152, 158, 227, 341n28, 342n31,
color, 8284, 87, 9799, 168, 185, 194, 352n26, 355n34, 360n2, 361n5,
258259, 265, 285, 295, 307, 309, 363n15, 369n38, 377n15, 379n22,
312, 418n25, 420n33 379n25, 381n32, 382n34, 395n38;
Columbus, Chris, 89 extrafictional, 395n38; literary,
comics, xviixviii, xx, 24, 67, 40, 125, 146, 150151, 355n34;
1417, 1920, 2223, 25, 2728, 30, metarepresentational, 361n5;
4245, 58, 60, 6465, 6976, 85, 87, narrative, 52, 125126, 138, 143,
89105, 107108, 113, 116, 120121, 145147, 150151, 363n15, 377n15,
129, 131135, 137138, 140141, 147 379n22, 379n25; visual, 360n2
153, 155166, 171, 182207, 219, 229, communication studies, xiii, 12,
231236, 240, 245, 248256, 260 337n16, 341n28
264, 282306, 308, 319, 321, 325, comprehension, 4344, 47, 52, 5455,
327332, 338n22, 342n32, 343n40, 67, 85, 93, 104, 116, 125, 128130,
354n32, 357n42, 358n47, 360n53, 132, 137, 171, 224225, 237, 244, 268,
361n4, 362n7, 363n14, 364nn1718, 302, 331, 346n5, 346n9, 352n25,
365nn2025, 371nn4647, 375n10, 354nn3132, 357n44, 365n18,
377n14, 378n17, 380n26, 381n32, 374n7, 376n16, 387n10, 397n5,
382n35, 387n9, 389nn1228, 399n11, 401n21, 412n1, 414n9. See also
400n16, 404n34, 409n47, 411n56, interpretation; meaning; meaning
417nn1826, 421nn13, 423n8. making; representational
See also graphiator (in comics); correspondence; storyworlds: as
graphic novel; monstrator intersubjective communicative
(in comics); narration boxes constructs
(in comics); narrative computer games, 27, 339n23, 342n33.
representation: verbal-pictorial See also video games
mode of; page layout (in comics); computer-generated imagery (CGI),
panels (in comics); speech 368n32, 369n35
Index 497
consciousness, xx, 16, 3031, 207215, 305, 311, 315, 317, 319,
100, 115, 121, 128129, 223225, 321322, 324325, 368nn3233,
228229, 231232, 238249, 252, 369nn3536, 370n40, 371n44,
259, 261, 263264, 282, 296, 321, 395n33, 419n28, 421n36
332, 344n41, 353n28, 400n17,
401n19, 402nn2425, 403nn2728, The Dark Knight (film), 329
404n30, 404nn3234, 408nn4344, The Dark Knight Rises (film), 329
410n52, 411n59, 419n26. See also Das Parfum (novel), 386n1
subjectivity DeathSpank (video game), xxi, 157,
A Contract with God (comic), 94 208, 212, 219, 394n31, 395n38
contradiction, 5556, 111, 161, 163, DeathSpank (video game series),
254, 357n42, 357n44, 365n19, 212213, 218, 305, 387n9
366n24, 371n45, 393n30, DeathSpank: Thongs of Virtue (video
422n4 game), 212214, 355n33
conventions, 21, 38, 5354, 58, 61, de Crcy, Nicolas, 364n17
6364, 70, 74, 85, 87, 89, 91, 94, 96, Defense Grid: The Awakening (video
97, 103, 105106, 113, 117, 121, 137, game), 208
160, 165, 174, 177, 183184, 217, 219, Deleyto, Celestino, 230
225, 258259, 262263, 265267, Dena, Christy, 423n8
274, 277, 283, 285, 287288, 293, de Saussure, Ferdinand, 74, 351n24
297, 301, 307, 312313, 316, 324, desires, 72, 239, 243, 403n26.
342n31, 342n33, 358n45, 369n35, See also affects; emotions;
369n38, 370n40, 372n47, 373n3, feelings; moods; subjectivity
391n25, 400n18, 407n39, 413nn67, Deus Ex: Human Revolution (video
417n18, 418n23 game), 420n34
Cooper, Chris, 178 Diablo (video game), 112
Cox, Brian, 179 Diablo (video game series),
Crash (film), 84, 362n8 369n37
criterion of continuity, 7, 2324, 130, dialogue, 45, 7172, 105, 111, 115, 118,
327, 400n18 167, 209, 213, 251, 270, 315, 369n36,
criterion of neutrality, 78, 23, 26, 371n44
130, 327 DiCillo, Tom, 390n19
Cronenberg, David, xxi, 64, 78, 265 diegesis (digse), 8, 150, 346n6.
Crowther, Will, 395n38 Seealso storyworlds
Cunningham, Merle, 217 diegetic levels, 38, 4950, 6364, 84,
Currie, Gregory, 5153, 60, 88, 132, 9495, 100102, 116, 121, 139, 155,
154, 346n5, 347n12, 352n26, 363n15, 157, 161162, 169, 178179, 262, 286,
385n44, 398n8, 403n26 346n7, 351nn2223, 387n11, 392n27,
cut-scenes (in video games), 75, 394n31, 411n59, 412n1. See also
105111, 113115, 117, 119120, storyworlds
498 Index
digital games, 7981, 150, 342n33, Eco, Umberto, 39, 5960
380n30, 412n1. See also video Eder, Jens, xiii, 1011, 49, 5253, 131,
games 224225, 237, 240, 247, 337n15,
discourse, 23, 22, 27, 3538, 90, 353nn2830, 397n5, 406n36,
155, 160, 232, 252, 335n5, 349n18, 410n52
358n48, 378n21, 383n38, 408n43. Edminston, WilliamF., 227
See also narrative representation; Eisner, Will, 94
syuzhet Eliot,T.S., 168, 386n3
District 9 (film), 68 Ellestrm, Lars, 73
Doctor Who (franchise), xvii, 366n24 Emmott, Catherine, 348n15
documentary film, 68, 359n52. emotions, 2, 29, 60, 72, 126, 158,
Seealso film; nonfictionality 174,244245, 248249, 255, 270,
documentary game, 6869. See also 328, 354n32, 404n34, 405n37,
nonfictionality; video games 408n43, 413n6. See also affects;
Doleel, Lubomr, 3, 67, 3942, 55, desires; feelings; moods;
5759, 68, 347n10, 349n18 subjectivity
Domsch, Sebastian, 14 Endo, Masanobu, 387n9
Doom (film), 329 Enigma (comic), 157
Doom (video game series), 306 Enter the Matrix (video game), 308
Doom 3 (video game), 306, 329, enunciation theory, 142144,
420nn3233 146148
Dragon Age (video game series), Epileptic (comic), 68, 91
371n42 epitext, 127, 134. See also paratext;
Dragon Age II (video game), 208 peritext
Dragon Age: Origins (video game), Erzhlforschung, 338n22, 377n15.
xxi, 105, 112113, 117120, 156, Seealso narratology
208213, 218219, 305, 308, 321, Eskelinen, Markku, 339n23
368n33, 371n44, 395n38, 420n33 Eternal Darkness: Sanitys Requiem
drama, 2, 28, 150, 409n49. See also (video game), 311, 421n38
theatrical performance Eternal Sunshine of the Spotless
Dream (video game), 321 Mind (film), 84, 262, 363n10,
dreams, 42, 4950, 64, 77, 84, 9598, 412n2
100103, 113114, 116, 161, 229, 243, eventfulness, 27, 46, 350n19. See also
245, 249, 255, 262269, 283285, events; narrativity
298299, 301302, 305306, 313, events, 2, 22, 27, 2930, 3538,
321322, 324, 351n22, 365n22, 4549, 57, 69, 72, 75, 7779,
370n40, 391n24, 410n54, 411n58, 8182, 87, 89, 95, 100, 105111,
512n2, 413n5, 413n7, 417nn1920, 114117, 119120, 126, 130, 142,
421n38. See also subjectivity 146, 150, 169170, 172173,
Drucker, Johanna, 365n21 209211, 214216, 218,
Index 499
events (cont.) Fallout 3 (video game), 420nn3334
226, 243, 246247, 266, 276, 282, fantasies, 41, 50, 64, 97, 99, 103, 245,
292293, 298, 305, 307, 312313, 317, 249, 255, 262, 264265, 269, 321,
321, 323325, 345nn23, 350nn19 370n40, 411n58, 413n7, 417nn19
21, 367n29, 367n31, 368n33, 369n36, 20. See also imaginations;
370n40, 373n3, 381n31, 387n10, subjectivity
390n16, 394n32, 406n36, 409n49, fantasy (genre), 19, 58, 356n41
415n11, 419n28, 420n35. See also Far Cry (video game), 208,
eventfulness; ludic events (in 420nn3233
video games); scripted events Fear and Loathing in Las Vegas
(in video games); situations; (film), xxi, 89, 255256, 263,
storyworlds 277282, 298, 325, 329, 382n36,
eXistenZ (film), xxi, 64, 66, 7882, 416nn1517, 419n26
84, 265, 363n10, 366n23, 412n1 F.E.A.R.: First Encounter Assault
Exit through the Gift Shop (film), 68 Recon (video game), xxi,
experience, 1011, 41, 4445, 5960, 307313, 320, 325, 419n28,
69, 72, 81, 84, 95, 9798, 105, 419n30,420nn3233
115, 117118, 180, 189, 218, 220, feelings, 49, 231, 239, 244245, 250,
223224, 239244, 247248, 268, 392n27, 404n34, 408n43. See also
279, 302, 315316, 322, 351n24, affects; desires; emotions; moods;
354n32, 357n43, 363n13, 367n28, subjectivity
382n35, 387n8, 392n27, 402n25, Ferenz, Volker, 384n42, 387n8
403nn2728, 404n31, 412n1, 413n5. Ferrari, Simon, 69
See also subjectivity fictionality, 3940, 6769, 105,
experiencing I, 157158, 173176, 347n10, 352n25, 358nn4849,
178, 187190, 194195, 198, 200, 359n52, 375n9. See also markers of
209, 213, 215, 217, 254255, 266, fictionality; nonfictionality
270273, 276282, 291293, 295, fictional recentering, 41, 56, 347n9,
298, 302303, 305, 322, 370n40, 348n15
382n35, 387n8, 390n20, 391n22, fictional truth, 42, 61, 200, 206,
394n31, 400n17, 407n41, 413nn69, 348n13, 349n17
416nn1516, 417n19, 418n23, fictional worlds, 22, 3944, 51, 53,
419n27. See also characters; 5658, 61, 105, 223, 226, 346n4,
narrating I; narrators 347n10, 347nn1213, 349n18,
355n36, 361n5, 372n2. See also
Fables: Arabian Nights (and Days) storyworlds
(comic), 231232 Fight Club (film), xxi, 64, 66, 76, 84,
fabula, 3536, 128, 228, 335n5. 89, 164, 167168, 171, 173178, 180,
Seealso histoire; plot; story 191, 206, 219, 253, 255, 261, 266,
The Fall (film), 421n2 270277, 280, 325, 328, 358n47,
500 Index
369n38, 386n2, 387n9, 390n20, first-person perspective (in video
413n7, 414nn1011, 415nn1314 games), 234, 306. See also point of
Fight Club (novel), 328, 386n1 view (in video games)
film, xviixxi, 24, 69, 14, 1617, first-person shooter (genre), 19, 105,
1920, 2223, 2528, 3031, 37, 108109, 111, 117, 207, 305308,
4245, 58, 60, 62, 6465, 6890, 311, 313, 329, 331, 342n33, 419n28,
100, 102105, 107, 113, 116, 120121, 420n33
128138, 140153, 155160, 162184, flashback, 78, 176, 257258, 345n2,
191, 193, 206207, 219, 229231, 411n59. See also anachrony;
233237, 239240, 245, 247282, analepsis
287288, 305306, 308, 319, 321, flash-forward, 345n2. See also
325, 327332, 335n6, 338n21, anachrony; prolepsis
342n32, 343n40, 354n32, 357n42, Fleishman, Avrom, 251252,
358n47, 359n52, 362nn713, 407n40
363nn1516, 372n47, 375nn1012, Flckiger, Barbara, 410n55
377n14, 377nn1625, 382nn3436, Fludernik, Monika, 45, 27, 86,
383n38, 385n44, 386nn111, 343n39, 384n42, 408n44
389n13, 389n15, 390nn1820, focalization, 23, 129, 140, 223,
391n25, 399n1112, 400n16, 226239, 246, 338n22, 377n16,
404nn3435, 407nn3940, 379n22, 397n4, 399nn912, 400n16,
408nn4344, 409nn4760, 400n18, 402n23, 406n36, 408n43,
412nn117, 421nn13, 422nn56, 409n45; character-bound, 232, 235;
423n8. See also camera (in film); external, 129, 226231, 234236,
cinematic narrator; intertitles (in 402n23; and the focalizing subject,
film); mise-en-scne (in film); 228, 232233, 409n45; and the
montage (in film); narrative focalized object, 228, 232233,
representation: audiovisual mode 409n45; and the focalizer, 228,
of; point-of-view shot (in film); 230, 235, 406n36; internal, 129,
shot (in film); slow motion (in 226231, 234236, 246, 402n23;
film); zoom (in film) multidimensional/multiaspectual
film studies, 20, 26, 7576, 79, 129, models of, 232, 246, 397n5,
135, 142, 145, 149, 225, 233, 237, 249, 406n36; narratorial, 232, 233;
252, 258, 260, 333n2, 338nn2122, zero, 226227, 230, 234236,
342n32, 346n6, 353n28, 354n31, 399n10. See also auricularization;
364n16, 400n18, 413n3, 423n8 ocularization; perspective; point
Final Fantasy (video game series), 112 of view; subjectivity
Final Fantasy VII (video game), 112 folk psychology, 239, 403n26
Fincher, David, xxi, 64, 68, 84, 89, Forceville, Charles, 73, 360n2
164, 167, 173, 177, 253, 266, 270, 328, Forrest Gump (film), 312n2
369n38 Foucault, Michel, 374n5
Index 501
Frasca, Gonzalo, 339n23, 367n29, 320325, 329, 367n29, 368nn3233,
381n31 412n1, 421n38, 423n6
Frears, Stephen, 412n2 games of emergence (in video
From Hell (comic), 85 games), 116117
functions, 17, 42, 52, 112, 114, 128, games of progression (in video
136, 139141, 143144, 148, 150151, games), 117
153155, 162, 182183, 193, 199, game spaces (in video games), 107,
204, 206209, 210, 213, 219220, 109112, 207, 209, 213, 215, 234235,
232, 239, 248, 258, 291292, 303, 306, 311313, 369nn3738, 423n5.
305, 307309, 311, 313, 320321, See also space
323329, 344n41, 350n19, 359n52, game studies, xix, 20, 26, 31, 68,
369n37, 371n43, 380n28, 385n46, 7576, 138, 142, 145, 149, 235, 249,
389n13, 391n25, 393n29, 395n38, 252, 260, 327328, 333n2, 339n23,
404n32, 407n38, 411n58, 419n30; 342nn3233, 347n9, 381n31,
authorial, 153, 162, 193, 220; ludic, 393n30, 396n2, 421n2, 423nn78.
112, 114, 150, 183, 206210, 213, See also ludology
220, 303, 305, 307308, 311, 313, Gardner, Jared, 338n22
320321, 323326, 329, 369n37, Gaudreault, Andr, 141145
371n43, 385n46, 393n29, 395n38, Gaut, Berys, 135146, 376n12
407n38, 419n30; narrative, 52, Gears of War (video game),
128, 141, 199, 207, 209210, 220, 420n33
248, 258, 291292, 309, 311, 313, Genette, Grard, 3, 56, 14, 25,
320, 325326, 344n41, 350n19, 3839, 4950, 6465, 126127, 139,
385n46, 389n13, 395n38, 411n58; 145, 155, 157, 220, 226230, 232235,
narratorial, 139141, 143144, 148, 237, 246, 335n6, 345n2, 346nn67,
154155, 204 349n18, 351nn2223, 358n46,
Fun Home (comic), 68 377n15, 381n32, 382n34, 399nn910,
Funny Animals (comics series), 91 302n23, 306n36
genre, 2, 5, 8, 19, 21, 5354, 58, 85, 88, 91,
Gaiman, Neil, xxi, 64, 85, 9091, 94, 105, 111, 113114, 117, 207, 211212,
100, 156, 164, 184, 187, 194195, 253, 305, 309311, 313, 342nn3233,
283, 321, 371n46 349n17, 356n41, 371n42, 371n44,
game (nondigital), 367n30. See also 372n47, 391n25
video games Gerrig, RichardJ., 4344, 51, 67,
Game of Thrones (television series), 347n9, 348nn1415, 350n20
xix, 328 Ghost World (comic), 45
gameplay (in video games), 87, Gibbons, Alison, 73,
105109, 111112, 114, 117, 119120, 360n2
182, 207208, 212216, 218219, Gibbons, Dave, 157, 329, 371n46,
305306, 308, 310311, 313, 316317, 391n23, 392n26, 418n25
502 Index
Gibson, JamesJ., 402n25 Groensteen, Thierry, 147149, 365n21
Gibson, Mel, 157 Gross, Peter, xxi, 64, 85, 102, 282,
Gilbert, Margaret, 136, 377n13 372n47, 390n19
Gilliam, Terry, xxi, 89, 255, 262, 266,
277, 329, 362n8, 363n10, 382n36, Habibi (comic), xxi, 134, 187195, 198,
412nn23 200, 206, 219, 282, 390n17, 392n26,
goals (in video games), 107, 109111, 417n19
207, 209, 213, 220, 307, 322, 324, Haggis, Paul, 84, 362n8
368n34, 393n29, 407n38 Half-Life (video game), 387n9,
goals (of characters), 29, 48, 213, 223, 419n28
311, 407nn3738 Half-Life 2 (video game), 419n28
God of War (video game), 86, 306, hallucinations, 50, 64, 173, 229, 245,
420n33 249, 255, 264, 268270, 277281,
gods eye perspective (in video 291296, 306, 309310, 315317,
games), 234, 306. See also point of 319320, 370n40, 414n9, 415n14,
view (in video games) 416n16, 419n26. See also quasi-
Goffman, Erving, 373n3 perception; subjectivity
Gondry, Michel, 84, 262, 363n10, Halo (video game), xxi, 105111,
312n2 117, 120, 208, 305306, 369n36,
Gorman, David, 358n48 420nn3233
Grand Theft Auto IV (video game), Halo (video game series), 306, 308
312 Halo 2 (video game), 85
Grant, Cary, 363n15 Hamburger, Kte, 377n15
graphiator (in comics), 146147, 193, Hancock, Hugh, 108
380n26 Hansen, Per Krogh, 384n43
graphic memoir, 6869, 91, 200202, happenings, 36, 3839, 48, 224, 237,
360n53. See also comics; 397n5. See also events
nonfictionality Happy Together (song), 182
graphic novel, xxi, 1920, 45, 86, 91, Harry Potter (novel series), 103
9495, 100, 104, 134, 183, 187189, Harry Potter and the Philosophers
194195, 202, 204207, 291292, Stone (film), 89
296, 343n40, 354n32, 365n20, Hartmann, Britta, 163
371n46, 391nn2528. See also Hausken, Liv, 15, 21
comics Hazanavicius, Michel, 87
graphic user interface (in video Helbig, Jrg, 384n42
games), 150, 322323, 369n38, Herberger, Sepp, 168, 386n3
393n29, 419nn3031 Herman, David, xiii, 45, 910,
Gray, Jonathan, 131, 333n1, 373n4, 1415, 2122, 37, 4344, 4748, 67,
375n10 335n3, 337n15, 338n22, 345nn34,
Grice,H.P., 52, 346n8, 352n26 347n9
Index 503
Herriman, George, 90 impossibility, 5667, 116, 271, 356n37,
Herrnstein Smith, Barbara, 89 356nn4042; logical, 5664,
hierarchy of knowledge, 129130, 356nn4042; physical, 57, 63, 67,
169, 205, 246247, 269, 288. 271, 356nn4041; representational,
See also focalization; knowledge; 6466, 116. See also metalepsis;
subjectivity: structure of narratology: unnatural
histoire, 3536, 335n5. See also Inception (film), 84, 103, 321, 363n10,
fabula; plot; story 412n2
Hitchcock, Alfred, 173 Indiana Jones (video game series),
Hitman: Blood Money (video game), xix
208 Indigo Prophecy (video game), 311
The Hobbit (film series), xix inferences, 38, 40, 44, 5152, 89, 94,
Hoesterey, Ingeborg, 335n3 109, 127, 132, 247, 262, 287, 346n8,
Hogan, PatrickC., 47, 55, 78 351n21, 352n26, 373n3. See also
Holly, Werner, 342n31 comprehension
Hollywood, 78, 179, 342n32, 343n40, intentional fallacy, 52, 132, 352n27.
362n9, 376n11 See also intentionalism
horror (genre), 19, 113114, 309, 312 intentionalism, 5153, 70,
Horstkotte, Silke, 232233 131134, 152, 352n27, 359n48,
Hot Shots! Part Deux (film), 159 374n7, 403n29; actual, 131134,
Howard, Ron, xxi, 173, 256, 273 152, 374n7; hypothetical, 52,
Hurst, Matthias, 14 131133,352n27, 374n7, 403n29.
Seealso authorship; intentional
Identity (film), 363n10 fallacy
ideology, 12, 109, 232, 368n34, intentionality (philosophy of
384n42, 397n5, 400n14, 406n36, mind), 243, 403n29. See also
423n7 consciousness; subjectivity
images, 4, 40, 45, 71, 73, 126, 133, interactive fiction, 16, 20, 400n13
141143, 145, 148, 164, 257258, interactivity (in video games),
350n20, 359n52, 363n15, 365n21, 1920, 69, 73, 7576, 104107,
383n40, 402n23, 409n49. See also 111, 116117, 119121, 149, 151, 153,
pictures 161, 165, 182183, 193, 206209,
imaginations, 42, 47, 5051, 53, 57, 59, 212218, 235, 252, 303, 305306,
61, 70, 72, 81, 87, 90, 9596, 9899, 309311, 313, 315317, 319322,
105, 127, 132, 137, 195, 241242, 244, 325326, 362n7, 366n27, 367n31,
274277, 293, 316318, 322, 349n17, 368nn3233, 371n45, 378n17,
353n28, 354n30, 355n36, 363n13, 381n31, 383n39, 393n30, 410n52,
365n22, 402nn2526, 412n2, 413n7, 421n36, 421n38
415n12, 416n16, 419n26. See also intermediality, xviixxi, 2, 1115,
fantasies; subjectivity 328329, 332, 333n2, 337nn1718,
504 Index
338n20, 421n2. See also mediality; JFK Reloaded (video game), 68
medium; transmediality Jimmy Corrigan: The Smartest Kid
interpretation, 26, 5455, 94, on Earth (comic), xxi, 85, 94101,
132133, 346n5, 352n27, 354n31, 183, 185, 261, 283, 365n22, 369n38,
363n12, 365n18, 374nn67. See also 371n46, 417n18
meaning: interpretative Johnson, Derek, 131, 373n4
intersubjective stability (in video Johnson-Laird, PhilipN., 348n14,
games), 69, 111112, 419n30. 350n20
See also storyworlds: as Jolie, Angelina, 329
intersubjective communicative Jonze, Spike, xxi, 64, 85, 162, 168,
constructs 178, 265, 363n10
intersubjectivity, 5156, 61, 66, 70, Jost, Franois, 14, 141145, 229230,
74, 7778, 82, 8586, 94, 104106, 235, 339n12, 410n55
111, 121, 133, 137, 159, 162, 165, Justice League (comics series), 102
168, 173174, 220, 229, 239242, Justice League of America (comics
246250, 254, 258259, 261, 263, series), 102
271272, 274, 287288, 298, 307, Juul, Jesper, 105106, 116117, 339n34,
313316, 344n41, 353nn2930, 367nn3031
356n41, 361nn56, 364n17, 371n45,
373n3, 386n7, 401nn1920, 414n8, Kablitz, Andreas, 227
416n15, 417nn2122, 418n24. Kasavin, Greg, 395n35
Seealso objectivity; storyworlds: Kaufman, Charlie, xix, 64, 85, 88,
as intersubjective communicative 162, 168, 178181, 265, 363n10,
constructs; subjectivity: and 390n19
intersubjective representation; Kawin, Bruce, 225, 257, 407n39,
subjectivity: structure of 410n51
intertitles (in film), 78, 167168, 170 Kayser, Wolfgang, 377n15
intertitles (in video games), 395n38 Kindt, Tom, 5, 78, 132133, 336n11,
intrigant (in video games), 149151, 354n31, 374nn67, 380n29, 384n42
380n29, 381n31. See also narrators Kirkman, Robert, 330
Iser, Wolfgang, 38 Kiss Kiss Bang Bang (film), 162,
387nn910, 398n15, 392n27
Jackson, Peter, xix, 329 knowledge, 41, 46, 56, 66, 80,
Jahn, Manfred, 5, 15 8283, 85, 91, 9394, 106, 121, 128,
Jannidis, Fotis, 2122, 2728, 39, 139, 129130, 137, 169, 175176, 205, 218,
141, 337n15, 344nn12, 367n29, 226227, 230, 237, 244249, 255,
381n31 269, 288, 349n17, 351n21, 397n5,
Jenkins, Henry, 367n31, 423n8 404n33, 406n36, 413n6. See also
La jete (film), 413n3 hierarchy of knowledge
Jeunet, Jean-Pierre, 412n2 Kojima, Hideo, 85, 387n9
Index 505
Kppe, Tilmann, 127, 139, 372nn23 Lego (franchise), 423n6
Kozloff, Sarah, 159, 163, 250252, The Lego Movie (film), 423n6
382n40, 407n40, 408n43 Lego Star Wars (video game), 330,
Krazy Kat (comic strip), 90 423n6
Kress, Gunther, 73 Lego Star Wars II: The Original
Kuhlman, MarthaB., 365n21 Trilogy (video game), 330,
Kuhn, Markus, 14, 145146, 149, 152, 423n6
162163, 251252, 379nn2324, Lego The Lord of the Rings (video
407n40, 410n52 game), 329330
Kukkonen, Karin, 14, 231232, Leitch, Thomas, 8
338n22 Leterrier, Louis, 86
Kuma\War (video game), 68 Levinson, Jerrold, 374n7
Kuper, Peter, 364n17 linguistics, 1, 39, 49, 72, 355n34
Kurosawa, Akira, 173 literary studies, xviii, 12, 9, 333n2,
338n21, 342n32
Laass, Eva, 384n42 literary texts, 3, 4, 14, 16, 22, 29, 31,
Lahn, Silke, 4 41, 43, 45, 52, 60, 102, 125, 127,
Lamarque, Peter, 374n7 132135, 138143, 146, 148151,
Lanser, SusanS., 8, 127130, 139, 153, 229, 233, 235236, 239, 246,
157158, 224, 377n16 249, 252, 328, 330, 336n11, 338n21,
Lara Croft: Tomb Raider (film), 329 341n26, 344n41, 347n10, 351n21,
LaRoche, John, 178 352n27, 354n31, 366n16, 377n15,
law of excluded middle, 56, 356n37, 379n25, 398n6, 408n42
356n40. See also impossibility; law Living in Oblivion (film), 390n19
of noncontradiction; storyworlds: Livingston, Paisley, 136137,
incompleteness of 376n12
law of noncontradiction, 57, 5960, logic, 3940, 49, 5657, 139, 216,
6264, 357n42, 357n44. See also 351n23, 356n37, 357n44, 377n16,
contradiction; impossibility; law 387n10
of excluded middle The Lord of the Rings (film series),
The League of Extraordinary xix, 329
Gentlemen (comic), xix, 94, 162, The Lord of the Rings (franchise),
184186, 195, 198, 200, 206, 282, xvii, xix, 366n24
287291, 325, 328, 358n47, 364n17, Lorigine (comic), 85
366n25, 371n46, 389nn1415, Lost (franchise), xvii
392n27, 417nn2122, 420n34 Lost (television series), 328
The League of Extraordinary Lost Highway (film), 82
Gentlemen (film), 328 Lothe, Jakob, 4, 14
Ledonne, Danny, 68 ludic events (in video games), 107,
Lee, Stan, 390n19 108, 117, 214216. See also events
506 Index
ludology, 339n23, 367n30. See also 418n23. See also subjectivity;
game studies; narratology: vs. transparency
ludology Martnez, Matas, 4
Lynch, David, 82 Mass Effect (video game series),
371n42
Mahne, Nicole, 1516 massively multiplayer role-playing
Mangold, James, 363n10 game (genre), 342n33, 371n45
Marcks, Greg, 84, 362n8 materiality, 17, 90
Margolin, Uri, 40, 42, 5051, Mathieu, Marc-Antoine, 85
153154 The Matrix (film), 308
Marion, Philippe, 146147, 380n26 The Matrix (film series), 363n10
Marker, Chris, 413n3 The Matrix (franchise), xvii
markers of fictionality, 67, Maus (comic), xxi, 68, 9194, 134,
359n49. See also fictionality; 162, 200206, 219, 282, 365n18,
nonfictionality 371n46, 390n19, 392n27
markers of subjectivity, 84, 9799, Maus (comic), 9192
232, 258259, 261269, 279280, Max Payne (video game), 108109,
283288, 292293, 298, 301302, 262, 370n40, 420n33, 421n36
307308, 312313, 316317, 324325, Max Payne (video game series), 208,
412n60, 413n4, 416nn1516, 421n36
418n23; a posteriori, 262, 266269, Max Payne 2: The Fall of Max
283285, 288, 301, 313, 324, 413n4; Payne (video game), 370n40,
a priori, 262, 265, 268, 280, 284, 421n36
286, 288, 293, 302, 313, 316317, Mazzucchelli, David, 417n18
413n4, 416n16; content, 84, 97, 99, McKee, Robert, 179
261, 263, 265269, 280, 283288, McQuarrie, Christopher, 172
293, 298, 301302, 316317, 324 McQueen, Steve, 89
325, 413n4, 416n16; contextual, 84, meaning, xvii, xx, 15, 40, 5156, 61,
262263, 265269, 279280, 283 7275, 94, 104, 126, 131132, 134,
286, 288, 293, 298, 301302, 313, 331, 346n8, 351n24, 352n26, 353n28,
316317, 324325, 413n4, 416n16; 354n32, 355n33, 362n6, 371n45,
narratorial, 263, 279280, 293, 375n10, 401n20; interpretative, 54,
298, 325, 413n4; representational, 355n33; perceptual, 53; referential,
84, 97, 259, 261, 263, 265266, 268 5355, 75, 94, 104, 354n32, 355n33,
269, 280, 283284, 288, 292293, 362n6; transmedial, xvii, 331,
298, 301, 307308, 312313, 315316, 375n10. See also comprehension;
325, 413n4, 418n23; simultaneous, interpretation; meaning making
262263, 266, 268269, 279280, meaning making, xx, 5156, 61, 75,
283284, 287288, 292293, 298, 132, 134, 331332, 346n8, 351n24,
301, 307308, 312, 315, 325, 416n16, 353n28, 355n33, 371n45,
Index 507
meaning making (cont.) 383n29, 385n44, 387n10, 391n25,
401n20. See also comprehension; 399n13, 404n34, 408n42, 411n56,
interpretation; meaning 413n6, 417n17. See also mediality;
mechanics (in video games), 107, medium specificity
109, 110, 114, 207, 209, 216217, medium specificity, xixxx, 67, 15,
220, 311312, 318319, 323324, 17, 19, 2123, 2426, 31, 45, 5354,
368n34, 370n40, 395n38, 423n6 65, 68, 7071, 7576, 78, 8587,
media blindness, 2023 9091, 94, 105106, 111, 121, 145,
media convergence, xvii, xix, 333n1, 147, 164167, 182183, 205, 208,
362n7 212214, 219, 231, 233236, 248,
media culture, xviixx, 12, 16, 19, 28, 258, 262, 264, 282, 284285, 297,
30, 62, 64, 76, 131, 134, 244, 282, 306308, 310, 325328, 337n17,
327, 331, 334n6, 343n40, 393n30, 338nn2122, 342n32, 343n34,
421n1 345n2, 349n17, 354n32, 356n41,
mediality, xviii, 2, 7, 12, 1419, 25, 362n6, 367n29, 371n43, 372n47,
38, 6970, 7273, 105106, 167, 391n25, 395n36, 395n38, 396n2,
182, 193, 219, 327, 332, 338n22, 407n38, 417n18, 419n31. See also
342n32, 362n7, 365n18, 387n9, mediality; medium
411n57. See also intermediality; Meister, Jan-Christoph, xiii, 12, 4,
medium; medium specificity; 89, 29, 181182, 336n8, 351n21,
transmediality 388n11
media studies, xiii, xviixviii, 12, 15, Melville, Herman, 104
17, 20, 31, 68, 7273, 334n6, 337n14, Memento (film), 84, 362n8
337n18, 373n4, 375n9, 423n8 Memoria (video game), 85
medium, xviixxi, 28, 1031, 35, memories, 44, 64, 7778, 81, 9596,
38, 4243, 4546, 5556, 58, 6162, 115, 161162, 229, 245, 249, 255, 262,
6465, 6873, 7576, 8687, 94, 264, 269271, 276277, 282, 286
102104, 108, 121, 129134, 136137, 287, 292293, 298, 309311, 313, 317,
139140, 146, 151156, 158, 160162, 321, 365n22, 370n40, 411nn5859,
164165, 177178, 180, 182183, 193, 412n2, 413nn78, 417nn1920,
199200, 206, 213, 219, 225, 230, 418n23. See also subjectivity
237240, 242244, 246, 253254, Mendes, Sam, 167
256, 260, 263264, 282, 285, mental imagery, 74, 245, 402n25.
326327, 331332, 333n1, 334n5, See also quasi-perception;
336n10, 338nn1920, 339n23, subjectivity
340n25, 341nn2733, 343n38, mental model, 44, 47, 51, 53, 62, 74,
344n1, 347nn1011, 349n17, 350n19, 348n14, 350n20, 353n29, 362n6.
352n26, 354n32, 357n42, 361n4, See also mental representation
362n7, 365n21, 372n47, 373n3, (vs. medial representation);
375n10, 377n16, 379n25, 382n35, situation model
508 Index
mental representation (vs. medial Miller, Frank, xxi, 8586, 94, 134,
representation), 37, 4042, 4445, 183, 255256, 291, 328, 371n46,
5153, 70, 7475, 103, 105106, 390n20, 418n25, 420n34
242244, 348n16, 350n20, 351n24, Milligan, Peter, 157
353n28, 402n25. See also mental mind-bender, 76, 78, 277, 343n40,
model; narrative representation 386n6
metalepsis, 50, 6466, 7985, 94, minds, 26, 41, 51, 84, 96, 154155,
101104, 113, 115116, 121, 171, 238245, 248250, 253, 255,
174175, 176182, 206, 207, 272, 262264, 270, 272, 276277,
319, 323324, 366n23, 388n11, 279280, 292294, 298, 305,
393n30, 395n38; autopoietic, 66, 209, 322, 324325, 363n13,
115, 180182, 323324; epistemic, 399n13, 400n17, 401n19, 402n24,
66, 8283, 175, 272; metaleptic 403nn2930, 404nn3233,
effects, 66, 7980, 82, 94, 406nn3637, 407n39, 410n51,
101106, 319; ontological, 66, 413nn67, 414n11, 416n16, 417n18,
7982, 102104, 174. See also 419n27. See also consciousness;
impossibility: representational; subjectivity
metareferentiality; mise en abyme mise en abyme, 388n11. See also
Metal Gear Solid 4: Guns of the metalepsis; metareferentiality
Patriots (video game), 85 mise-en-scne (in film), 7576, 78
Metal Gear Solid: Peace Walker Mitry, Jean, 257, 402n23, 409n49
(video game), 387n9 Moby-Dick (novel), 104
metaphor, 44, 9193, 145, 148, Mock, Thomas, 341n28, 342n31
200201, 246, 260, 293, 337n13, monologue, 250256, 407n40,
347n9, 348n15, 365n18, 369n35, 408nn4243
392n27, 397n5, 408n44, 410n53, monstrator (in comics), 146150,
413n6, 416n16 380n26
metareferentiality, 30, 47, 6465, 104, montage (in film), 7576, 277
180, 182, 191, 200, 205, 215, 342n33, moods, 191, 244245, 248249, 255,
387n10, 392n27 404nn3435. See also affects;
method, xviiixx, 57, 911, 16, desires; emotions; feelings;
20, 26, 3031, 263, 327329, subjectivity
331332, 336n10. See also analysis; Moore, Alan, xxi, 85, 94, 157, 162,
methodology; theory 184185, 187, 282, 287, 328329,
methodology, xvii, 12, 67, 20, 364n17, 366n25, 371n46, 389n15,
46, 332, 336n10, 352n27. See also 391n23, 392n26, 418n25, 420n34
method; theoretical frame; theory motivations, 48, 223, 244245,
Metz, Christian, 257, 260 247249, 255, 351n21, 385n45.
Metzinger, Thomas, 403n28 See also goals (of characters);
Mikkonen, Kai, 232233, 338n22 subjectivity
Index 509
Mller, Hans-Harald, 5, 78, 132133, 215218, 225226, 237, 247,
336n11, 354n31, 374nn67, 380n29 250255, 258, 270, 291292, 295,
multimodality, 56, 70, 7173, 7576, 298, 301303, 345n2, 367n29,
108, 134, 137140, 146, 151153, 155, 369n36, 377n16, 379n24, 381n32,
158, 161162, 164165, 180, 200, 232, 382n34, 383nn3840, 384nn4243,
253254, 256, 260, 282, 357n42, 385n45, 386n2, 386n5, 387nn910,
360n2, 361n4, 369n36, 378n42, 389nn1213, 390nn1617,
379n25, 382n3, 385n44, 387n10, 390nn2023, 391n25, 393nn2833,
398n8, 408nn4243, 413n6. 395nn3538, 398n8, 408n42,
Seealso narrative representation 413n6, 414n9, 414n11, 416n15,
Mnsterberg, Hugo, 257 417n18, 417n22, 418n25, 422n3.
music, 23, 28, 7173, 143, 315, See also narrative representation;
418n43, 421n37. See also point of narrators; subjectivity
audition; sound; voice narration boxes (in comics), 89,
mutual belief principle, 42, 348n13. 183185, 189, 194195, 250, 291292,
See also actual world; principle 295, 298, 301303, 381n32, 389n13,
of minimal departure; reality 391n22, 417n18, 417n22, 418n25.
principle; storyworlds See also narrators
narrative. See narrative
Nagel, Thomas, 241242, 401n20 representation; narrative works;
narrating I, 157158, 173176, 178, narrativity
187189, 195, 200, 205, 209, 213, narrative complexity, 30, 47, 69,
215, 218219, 254, 270, 277280, 7680, 82, 94, 100, 102106,
291292, 295296, 298, 303, 322, 113,116, 121, 134, 163165, 168,
382n35, 387n8, 387n10, 392n27, 171,179180, 194, 202, 208, 217,
394n31, 395n33, 400n17, 407n41, 219, 247, 249, 253, 270271, 277,
414n9, 416n15. See also characters; 288, 291, 293, 296, 306, 310, 313,
experiencing I; narrators 321, 327330, 340n25, 342n33,
narrating instance, 138, 142152, 343n40, 354n32, 365n20, 370n40,
162, 224, 229, 252, 379n23, 379n25, 371nn4647, 386n6, 422n3.
389n39. See also narrators Seealso narrativity
narrating situation, 156, 158, 187, 189, narrative representation, xviiixxii,
214, 217, 292, 381n33, 382nn3637, 23, 514, 1617, 20, 2231, 35,
387n10, 389n13, 390n16, 394n31. 3738, 4056, 5877, 8285, 87,
See also narrators 9495, 101, 103, 107108, 113,
narration, 21, 2728, 3536, 48, 116117, 120122, 126, 128131,
5859, 83, 89, 103104, 108109, 153155, 168, 180, 182, 200, 207,
125, 127130, 139144, 146147, 219220, 223225, 228229,
149153, 156178, 180, 182187, 189, 231232, 236, 238242, 244,
191, 193195, 198205, 207211, 246248, 253, 259, 261, 264,
510 Index
282283, 327328, 331332, 400n18, 409n48, 411n56, 417n18;
334nn56, 336n10, 338n22, 341n26, verbal mode of, 35, 18, 23, 2728,
344n41, 345n3, 349nn1720, 45, 60, 7475, 86, 9697, 103104,
351n22, 351nn2426, 353nn2829, 108109, 121, 139141, 143145,
354nn3132, 355n35, 356n41, 148151, 153, 155, 157162, 164165,
357n44, 358n48, 361nn57, 167, 169176, 178, 180, 182185, 187,
364n16, 367n29, 367nn3133, 189, 191, 193195, 199, 201205,
370n40, 373n3, 374n7, 378n17, 207212, 215218, 231, 270,
383n39, 389n13, 391n23, 381n25, 291292, 298, 301303, 335n6,
401nn1920, 404n33, 406n36, 347n10, 348n15, 357n42, 360n3,
411n58, 412nn12, 416n15, 421n1; 361n4, 364n17, 369n36, 378n17,
audiovisual mode of, 14, 1920, 381n32, 382n34, 383nn3839,
73, 7577, 83, 8789, 121, 141146, 385n45, 386n5, 387n9, 389nn1213,
153, 160161, 165, 167179, 182, 191, 390n17, 390nn2021, 392n26,
193, 207, 210, 225, 229230, 252, 393nn2931, 395n33, 395n36,
256258, 260, 266, 270271, 276, 395n38, 397n5, 408nn4243, 413n6,
278279, 312, 361n4, 362n7, 364n16, 414n9, 416n15, 417n18, 417n22,
368n32, 371n44, 372n47, 378n17, 422n3; verbal-pictorial mode of,
378n20, 379n24, 383nn3839, 386n5, 73, 7576, 87, 9091, 94, 96, 100,
387nn910, 409n48, 410nn5152, 103, 109, 121, 146149, 153, 161,
413n4, 414n11, 416n16; auditive 165, 182, 188189, 191, 193194,
mode of, 151, 183, 265, 313, 364n16, 198199, 201, 204205, 207, 252,
368n32, 379n23, 386n5, 409n48, 284, 288, 291, 293, 302, 362n7,
411n56, 415n12; intentional- 368n32, 378n17, 383n39, 387n9,
pragmatic account of, 5154, 390n17, 392n26, 410n52; written
70, 358n48; interactive mode of, mode of, 28, 35, 49, 73, 155, 158159,
1920, 69, 73, 7576, 106107, 111, 167168, 180, 172173, 179180,
117, 119121, 153, 161, 165, 182, 193, 182183, 190192, 207, 210211, 215,
207, 209, 212218, 252, 303, 305, 217, 219, 266, 313, 361n4, 364n17,
309311, 313, 316317, 319322, 382n36, 389n12, 391n23, 395n38,
325, 362n7, 367n31, 368nn3233, 411n56, 422n3. See also narrators;
378n17, 381n31, 383n39, 393n30, storyworlds; subjectivity
410n52, 421n36, 421n38; oral mode narrative works, xviixix, xxi, 9, 13,
of, 2728, 35, 49, 154155; pictorial 25, 27, 30, 36, 42, 51, 55, 5864, 66,
mode of, 60, 7475, 82, 8690, 86, 94, 101102, 104, 113, 121, 125,
97, 100, 108, 121, 148, 151, 191, 127128, 130139, 151154, 158, 163,
205, 256261, 265, 274, 286, 288, 165, 200202, 224, 240, 247248,
291, 298, 313, 357n43, 360nn34, 253254, 263264, 269, 325326,
364nn1617, 365n22, 379nn2324, 328, 330331, 334n6, 349n17,
381n32, 386n5, 389n12, 397n3, 353n28, 354n32, 357n42, 358n48,
Index 511
narrative works (cont.) 249, 251, 256257, 327328, 336n7,
360n53, 361n5, 363n14, 365n19, 337n13, 338nn2122, 341n26,
373n3, 374nn67, 375n10, 382n37, 375n24, 381n31, 396n2, 399n12,
383n39, 384n42, 388n11, 389n13, 400n16, 405n34, 407n39, 409n48,
390n19, 391n25, 392n26, 423n7; intermedial, 14, 337n17;
404nn3435, 408n42, 413n3, literary, xix, 14, 31, 125128,
422n4 130, 138, 140, 145, 149, 165, 228,
narrative worlds, 40, 4445, 67. 231, 233234, 237, 249, 327328,
See also storyworlds 336n7, 338n21, 341n26, 381n31,
narrativity, xviii, 13, 2629, 68, 396n2, 400n16, 405n35, 423n7;
105, 223, 335n6, 339n23, 342n33, vs. ludology, 14, 149151, 339n23,
343n35, 347n10, 389n13, 419n28. 381n31, 423n7; media-conscious,
See also narrative representation; 31, 75, 337n17; medium-specific,
narrators; subjectivity 337n17, 338n21; neoclassical, 45,
narratology, xviiixxi, 111, 1317, 910, 46, 49, 74, 128, 137, 336nn910,
2031, 3539, 4347, 49, 51, 54, 350n19, 354n31; postclassical, 1, 4,
57, 63, 65, 6768, 7172, 7476, 35, 39, 131, 138, 335n3, 336nn910,
125133, 137138, 140, 142, 345n3, 397n3; story-oriented, 3,
145152, 162, 164165, 223224, 349n18; transmedial, xviiixxi,
228, 231234, 237, 246, 239, 251, 23, 1011, 1317, 2031, 65, 71, 75,
256258, 260, 327328, 332, 335n3, 129, 132, 137138, 152, 258, 260, 317,
335n5, 336n7, 336nn910, 337n13, 332, 336n7, 337n17, 338n22, 355n33,
337n17, 338nn2123, 341n26, 356n41, 358n47, 372n2, 375n10,
345n3, 349nn1820, 354n31, 398n8, 421n1, 423n7; unnatural,
355n33, 356n38, 356n41, 358n47, 57, 63, 356n38; visual, 4, 74, 228
361n4, 372n2, 375n10, 379n24, narrators, xxxxi, 11, 16, 2021,
381n31, 396nn23, 398n6, 398n8, 23, 27, 3031, 4950, 6465, 78,
399n10, 399n12, 405n34, 406n36, 82, 95, 100101, 113, 121, 125131,
407n39, 409n48, 421n1, 423n7; 133134, 138220, 223227, 231233,
classical, 15, 21, 35, 37, 39, 46, 237, 239, 244258, 263266, 270,
49, 74, 127128, 131, 138, 246, 273, 277282, 286, 288, 291293,
335n3, 336nn910, 345n3, 350n19, 295298, 301305, 310311, 313,
354n31, 397n3, 406n36; cognitive, 321325, 328329, 332, 336n10,
2, 811, 39, 4347, 51, 67, 130, 133, 344n41, 363n10, 365n18, 369n36,
137, 337n13, 350n20; comics, 14, 370n40, 372nn13, 375n9,
146149, 231233, 338n22, 361n4, 377nn1516, 378n20, 379nn2526,
381n31, 423n7; contextual, 2, 89, 380n28, 380n30, 381nn3240,
355n33; discourse-oriented, 3; film, 384n42, 384nn4346, 386nn26,
xix, 4, 9, 14, 31, 74, 128, 130, 138, 387nn810, 389nn1213, 390n16,
142, 145146, 149, 162, 231, 233234, 390nn2023, 391nn2527,
512 Index
393nn3038, 398nn89, 400n17, 198200, 202204, 207214, 219,
401n21, 405nn4144, 407n39, 250, 253254, 256, 278279, 286,
407nn4144, 409n47, 411n59, 292, 298, 302305, 313, 369n36,
412n2, 413nn67, 414n9, 414n11, 378n17, 381n33, 382n34, 382nn36
416n15, 417n17, 417n20, 417n22, 37, 387n10, 389nn1213, 390n17,
418n25, 419n27, 422n3; covert, 390nn1920, 391n23, 393n29,
127, 153, 155156, 170, 172, 185, 394n31, 395n33, 414n11, 416n15,
187, 194195, 207, 386n5, 391n21, 417n17, 417n20; and narratorial
395n38, 414n11; extradiegetic, 49, representation, xxxxi, 16, 20,
6465, 82, 95, 113, 139, 155, 160, 162, 3031, 101, 121, 151, 153155, 158168,
167170, 172178, 182189, 194195, 171, 175, 177178, 182183, 187, 191,
200, 202, 205, 207212, 214, 197, 199200, 206208, 211216,
217219, 251, 253254, 266, 270, 218220, 250, 255256, 291293,
273, 277279, 291293, 295296, 296298, 301303, 305, 313, 322,
298, 301, 303, 322, 370n40, 383n38, 324325, 329, 332, 344n41, 365n18,
387n10, 389n13, 390n20, 391n23, 382n35, 382n37, 383nn3940,
392n27, 393n30, 408n43, 414n11, 385n44, 386n5, 387nn910, 391n30,
416n15, 417n17, 419n27; framing, 395n35, 395n37, 400n17, 408n44,
78, 83, 113, 159161, 165, 167, 169, 411n59, 412n2, 413nn67, 414n9,
171173, 175, 179180, 188, 200, 202, 414n11, 416n15, 417n17, 417n22,
208209, 211, 215, 219, 286, 322, 418n25, 422n3; nonframing,
363n10, 391n23, 394n31, 414n11, 159160, 165, 167, 169, 202203,
417n20, 422n3; heterodiegetic, 139, 209, 211, 219; and nonnarratorial
157, 167170, 172, 182, 184, 186188, representation, 152153, 155,
190, 194195, 199, 207210, 158166, 171172, 175, 177, 180,
217219, 250, 253, 282n34, 390n17, 183, 187, 191, 194195, 199, 211213,
393n30; homodiegetic, 139, 157, 215, 218220, 250, 252254, 256,
160161, 164, 167, 170173, 178, 182, 258, 260263, 265271, 274,
187189, 194195, 198, 200, 202204, 276, 282287, 313316, 319322,
207211, 213214, 218219, 324325, 382n35, 383nn3940,
250251, 253254, 256, 266, 270, 385nn4445, 387nn910, 391n21,
273, 277279, 286, 291, 296, 298, 392n26, 407n39, 408n44, 409n46,
303, 305, 322, 369n36, 382nn3435, 410n52, 411n59, 412nn12, 413n7,
387n10, 390n20, 394n32, 408n43, 414n11, 416n16, 417nn1920,
414n11, 416n15, 417n17, 417n20, 417n22, 418nn2526; overt, 142,
419n27; hypodiegetic, 50, 173, 155156, 167, 187, 195, 204, 213, 217.
195, 213, 381n33, 386n4, 395n33; See also characters: narrating;
intradiegetic, 49, 64, 78, 83, 139, experiencing I; narrating I;
155163, 167169, 172, 173, 175, narrating situation; subjectivity;
178, 182184, 187190, 194195, voice-over
Index 513
Nasar, Sylvia, 414n11 Nnning, Ansgar, 12, 5, 8, 15, 140,
Nash, John Forbes, Jr., 274277, 150, 165, 336n9, 380n29
414n11, 415n13 Nnning, Vera, 5
Neitzel, Britta, 150, 234236, 339n23,
380n28, 381n32 objectivity, 229230, 240, 401n20,
Nelles, William, 227 417n22. See also intersubjectivity;
Neverwinter Nights (video game), subjectivity: and objective
108, 117, 207208 representation; subjectivity:
Neverwinter Nights (video game structure of
series), 371n42 ocularization, 230, 235, 399n12.
Newell, Gabe, 387n9 See also auricularization;
Newell, Mike, 328 focalization; perspective; point of
Niederhoff, Burkhard, 223, 397n4 view; subjectivity
Nitsche, Michael, 235236 Olson, Greta, 384n43
Nolan, Christopher, 8485, 103, 321, omniscience, 399n10, 408n43.
329, 362nn910, 412n2 Seealso knowledge; narrators
nonfictionality, 12, 52, 56, 6769, ONeill, Kevin, xxi, 162, 184185,
91, 93, 154, 161, 169, 171, 193, 200, 282, 287, 328, 364n17, 366n25,
218219, 353n29, 359n52, 382n37, 371n46, 389n15, 420n34
391n23, 394n31, 395n38, 401n20, On the Rain-Slick Precipice of
411n59. See also characters: Darkness (video game), 393n30
nonfictional; documentary film; optional-narrator theories, 127,
documentary game; fictionality; 381n32. See also narrators
markers of fictionality The Orchid Thief (novel), 178181
nonlinearity (in video games), 69, Orlean, Susan, 178179
75, 104106, 116121, 149, 183, 206, The Others (film), 412n2
208, 210215, 219, 355n35, 366n27,
371n42, 371nn4445, 393nn3031, Paetsch, Hans, 168
395n33, 395n37 Page, Ruth, 73, 360n2
norms, 5354, 70, 109, 245, 247249, page layout (in comics), 75, 89, 96,
255, 354n30, 384n42, 404n33, 188, 286, 338n22
405nn3536, 407n38, 423n8. Painkiller (video game), 308
Seealso values paintings, 23, 42, 74
Norrington, Stephen, 328 Palahniuk, Chuck, 328, 386n1,
Norton, Edward, 173, 178 414n11
novel, xviixviii, 4, 16, 35, 39, 103, Palestine (comic), 201, 360n53
134, 178179, 254255, 277278, Palmer, Alan, 3940, 239
328329, 373n3, 386n1, 399n13, panels (in comics), 17, 45, 75, 89,
407n41, 413n3, 414n11 9699, 101, 182183, 189, 202, 231,
514 Index
285288, 291293, 298, 301302, 401n21, 403n28, 406n36, 407n38;
338n22, 365n22, 417n18, 417n22 emotional, 244, 247; epistemic,
panfictionalism, 68, 352n25. See also 244, 246247; evaluative/
fictionality ideological, 109, 244, 247,
pan-narrator theories, 127. See also 368n34, 397n5, 400n14, 407n38;
narrators linguistic, 397n5; motivational,
Paranormal Activity (film), 68 244, 247; multidimensional/
paratext, 67, 93, 127, 134, 137, 154, 195. multiaspectual models of, 246,
See also epitext; peritext 397n5, 406n36; perceptual, 244,
Pavel, Thomas, 11, 39 397n5; spatial, 306, 311, 397n5,
Peanuts (comic strip), 90 400n14, 400n18; temporal, 397n5.
Pedri, Nancy, 232233 See also focalization; perspective
Peirce, CharlesS., 351n24 structure; point of view;
Pekar, Harvey, 390n19 subjectivity
Peli, Oren, 68 perspective structure, 225, 246248,
perception, 4344, 49, 53, 7476, 97, 368n34, 398n6, 407n38; emotional,
130, 171, 174, 227232, 241249, 253, 247248; epistemic, 246247;
255, 257266, 270276, 278282, evaluative/ideological, 247248,
287288, 291293, 295298, 305309, 368n34, 407n38; motivational,
312313, 315318, 320322, 325, 247248. See also hierarchy of
341n28, 342n31, 354n32, 360n3, knowledge; perspective
385n45, 397n5, 399n9, 401n19, Persson, Per, 5354, 75, 239, 407n37
402nn2527, 404n33, 405n35, Pfister, Manfred, 398n6
406nn3637, 409n49, 410n52, Phelan, James, 384n43
410n54, 412n2, 413n6, 414n8, phenomenology, 357n44, 404n31,
415n12, 418n24, 419nn2627, 404n34
419nn2930, 420n34. See also philosophy, 1, 26, 3940, 5152, 68,
quasi-perception; subjectivity 82, 168, 240243, 338n21, 347n12,
Perfume: The Story of a Murderer 351n24, 353n28, 361n5, 370n39,
(film), 167, 253 374n7, 403n29, 404nn3334, 407n39
peritext, 127, 134, 137, 185, 204, photography, 69, 74, 359n52, 363n15
389n15, 392n27. See also epitext; pictures, 17, 20, 28, 60, 7172, 75, 78,
paratext 8283, 8790, 96, 108, 110, 147,
Persepolis (comic), 68 168170, 174, 176177, 189, 211, 230,
perspective, 23, 45, 7778, 99, 266, 270, 285, 312, 316, 338n22,
109, 223226, 231238, 240, 360n3, 363n11, 381n32, 387n10,
244248, 259, 267268, 298, 389n12, 392n26, 397n3. See also
306, 311, 396nn16, 399n9, narrative representation: pictorial
400n14, 400n16, 400n18, mode of
Index 515
plausibilization, 6263, 66, 79, See also auricularization; music;
8082, 103104, 116, 156, 268, 284, sound; subjectivity
358n45, 366n23, 386n9. See also point of view, 23, 223226, 229231,
metalepsis 233238, 246, 257262, 265, 274,
players, 1011, 75, 81, 87, 105113, 276, 278, 280, 282, 287289, 291,
116120, 131, 133, 141, 150, 293, 297, 305313, 315316, 325,
207213, 215218, 235, 306313, 368n34, 396nn25, 398nn89,
315, 317, 319, 321324, 367nn2829, 400n14, 400n16, 400n18, 401n21,
367n31, 368nn3334, 369nn3637, 406n36, 409n50, 415n12, 417n22,
371n42, 371n44, 380n28, 381nn31 418n24, 419n26, 419nn2930,
32, 393nn2931, 395nn3538, 420n34; evaluative/ideological,
407n38, 412n1. See also 368n34, 397n5, 400n14, 406n36;
recipients linguistic, 397n5, 406n36;
playthrough (in video games), 82, multidimensional/multiaspectual
111, 116118, 120, 355n35, 371n45, models of, 246, 406n36;
395n37 perceptual, 259262, 274, 276, 278,
plot, 3536, 3839, 54, 62, 7778, 280, 282, 287289, 291, 293, 297,
9496, 100, 102103, 113114, 116, 306310, 312, 315316, 325, 397n5,
119, 121, 180181, 189, 210, 224, 406n36, 415n12, 418n24, 419n26,
246, 266, 269, 286, 309, 311, 328, 419nn2930, 420n34; spatial,
343n40, 345n2, 370n41, 372n47, 259260, 262, 265, 274, 280, 282,
387n10, 422n3. See also fabula; 287288, 293, 297, 305307, 311
histoire; story 313, 325, 397n5, 400n14, 406n36,
plural subject theory, 136. See also 417n22, 416n26, 419n29, 420n34;
author collectives; authorship temporal, 397n5, 406n36. See also
poetics, 6, 19, 336n11, 342n32, focalization; perspective; point of
360n2, 365n21; antimimetic, 58; view (in video games); point-of-
mimetic, 58; nonmimetic, 58; view shot (in film); subjectivity
particularistic, 6, 19, 342n32; point of view (in video games),
universalistic, 6, 19, 342n32 234235, 306, 370n40. See also
poetry, 2 point of action (in video games);
point-and-click adventure (genre), point of view; point-of-view shot
330, 342n33, 393n30 (in film)
point of action (in video games), 235, point-of-view shot (in film), 225226,
370n40, 380n28, 400n15. See also 229, 257259, 400n18, 410n52.
point of view (in video games); See also point of view; point of
possibilities of interaction (in view (in video games)
video games) politique des auteurs, 135, 376n11.
point of audition, 260, 278, 309, See also author; authorship
313, 315, 317318, 410n55, 419n29. Popper, Karl, 353n28
516 Index
Portal (video game), 208 psychology, 26, 39, 44, 74, 241,
possibilities of interaction (in video 337n13, 348n16, 404nn3334
games), 107, 110, 312, 323. See also psycho-narration, 252255, 407n41.
point of action (in video games) See also narrators; subjectivity:
possible worlds, 3941, 53, 5657, 62, and narratorial strategies of
65, 346n4, 347n12, 355n36, 356n37, subjective representation
361n5. See also storyworlds Psychonauts (video game), 64, 85,
Pratt, Marie Louise, 8 321
presentation (vs. representation), Pulp Fiction (film), xxi, 7678, 81, 84,
60, 9091, 94, 315, 365n21. 95, 167, 265
Seealso narrative representation; Punday, Daniel, xiii, 369n38
representational correspondence
Priest, Graham, 59, 357n42 quasi-perception, 74, 245249,
Prince, Gerald, 3, 5, 28 253, 255, 259, 260262, 254266,
Prince of Persia: The Sands of Time 270276, 278282, 287288, 291
(film), 328 293, 295298, 305309, 312313,
Prince of Persia: The Sands of Time 315318, 320322, 325, 401n19,
(video game), xxi, 214217, 219, 402n25, 404n33, 405n35, 406n36,
305, 321, 328, 393n30, 395n38 409n49, 410n52, 412n2, 413n6,
principle of charity, 61, 63, 70, 76, 414n8, 415n12, 418n24, 419nn2627,
8588, 9091, 106, 111, 121, 349n17, 419nn2930, 420n34. See also
395n36. See also representational mental imagery; perception;
correspondence; silly questions subjectivity
principle of minimal departure, The Queen (film), 412n2
4142, 75, 83, 85, 121, 345n3, quotations, 5960, 103, 125, 168,
348n13, 349n17, 366n23. See also 252256, 278, 333n1, 334n2, 386n3,
actual world; mutual belief 407n40
principle; reality principle;
storyworlds radio, 16, 115, 314, 342n31
Prisoner on the Hell Planet Rajewsky, IrinaO., 1214, 1819,
(comic), 390n19 338n19, 341n29
production culture studies, 134, 152, Rashomon (film), 173, 386n2
373n4, 421n1 Ravenscroft, Ian, 403n26
prolepsis, 77, 170, 345n2. See also reader-response theory, 44, 337n14.
anachrony; flash-forward See also reception theory
Promethea (comic), 85 readers, 1011, 37, 3940, 44, 47, 51,
propositions, 7172, 7475, 350n20, 63, 87, 9091, 93, 9596, 98100,
357n42, 361n5, 404n33 104, 125127, 129, 131, 133, 140141,
Prosopopus (comic), 364n17 147, 187, 195, 204, 227, 287288,
psychoanalysis, 146, 404n34, 411n57 291292, 337n14, 364n17, 365n21,
Index 517
readers (cont.) 387n10. See also narrative
373n3, 384n43, 390n20, 396n2, representation; principle of
417n18, 418n23, 418n25. See also charity; representation-by-origin;
recipients representation-by-use
realism, 58, 67, 89 representation-by-origin, 8889,
reality principle, 42, 348n13. See also 363nn1516. See also narrative
actual world; mutual belief representation; representational
principle; principle of minimal correspondence
departure; storyworlds representation-by-use, 8889,
real-time strategy (genre), 19, 111, 363nn1516. See also narrative
306, 342n33 representation; representational
reception theory, 12, 1011, 38, correspondence
337nn1415, 353n28. See also represented worlds, 37, 39, 4647,
reader-response theory 51, 65, 125, 237, 346n6. See also
Recettear: An Item Shops Tale (video storyworlds
game), 369n37 Rescher, Nicholas, 62
recipients, 9, 30, 38, 4142, 4546, retelling, xix, 330, 423n6. See also
48, 5154, 56, 6063, 66, 6970, adaptations
74, 76, 78, 80, 82, 89, 103, 113, 121, The Return of Ishtar (video game),
130131, 133134, 136137, 151153, 387n9
157, 159160, 162, 165, 182, 220, Rezeptionssthetik, 337n14. See also
238240, 245, 247, 264, 266, 269, reader-response theory; reception
286, 328, 337n15, 344n41, 345n3, theory
351n24, 353nn2829, 354n32, rhetoric, 1, 336n11, 368n34, 399n10
356n41, 362n6, 375n6, 375n10, Richardson, Brian, 58, 60, 334n5,
384n43, 386n7, 404nn3435, 356n41, 375n8
407n39, 410n55, 411n58, 414n8 Rimmon-Kenan, Shlomith, 45,
Reeves, Matt, 62 4950, 126, 232, 237, 351n23,
Reinerth, Maike Sarah, xiii, 242, 377n15, 397n5, 406n36
413n4 Rodriguez, Robert, 328
relevance theory, 38, 352n26 Rogue Legacy (video game), 87
Remember Me (video game), 85, 321 role-playing game (genre), 19, 87,
representational correspondence, 105, 108, 112, 117, 207208, 211212,
6061, 70, 8588, 9091, 94, 215, 308, 342n33, 368n33, 369n37,
106, 113, 121, 204, 364n17, 371n42, 371n45, 393nn2930,
369nn3738; and external 395n38, 420n33
explanations, 6163, 88, 111112; Ronen, Ruth, 39, 58
and internal explanations, Rouse, Richard, 367n31
6163, 6566, 8184, 101102, rules (in video games), 105, 107, 109,
112, 284, 356n41, 366n23, 369n37, 111112, 117, 215, 367n29
518 Index
The Rules of Attraction (film), 412n2 sanity meter (in video games),
rules of representation (in video 311312, 419n31. See also
games), 107, 234. See also point of hallucinations; subjectivity
view (in video games) Sarris, Andrew, 135
Run Lola Run (film), xxi, 8284, Satrapi, Marjane, 68
8788, 90, 156, 167171, 206, 219, Scheffel, Michael, 4
265, 363n12, 372n47 Schlickers, Sabine, 14, 145, 152, 260,
Ryan, Marie-Laure, xiii, 3, 56, 379n22
15, 1718, 2022, 27, 2930, 37, Schmid, Wolf, 45, 14, 27, 3640,
3944, 50, 5557, 6061, 7172, 4647, 50, 125, 133, 140, 145,
75, 85, 105, 154155, 337n17, 223224, 227, 237, 247, 345n3,
343nn3435, 343n37, 345nn34, 377n15, 397n5, 401n21, 406n36
347nn910, 348n13, 348n15, Schmidt, SiegfriedJ., 1718, 359n50
349nn1718, 355nn3536, 356n39, Schulz, CharlesM., 90
361n4, 421n2 Schwer, Martin, 14, 90, 231232,
381n32
Sacco, Joe, 201, 360n53 Schweizer, Bobby, 69
Safe Area Gorade (comic), science fiction (genre), 19, 58, 356n41
360n53 The Science of Sleep (film), 412n2
Sam and Max: The Devils Playhouse scripted events (in video games), 75,
(video game), 85, 393n30 107, 109111, 114, 117, 119, 211, 305,
The Sandman (comics series, 312313, 317, 321, 323325, 368n33,
19741976), 102 370n40, 395n35, 419n28. See also
The Sandman (comics series, 1989 events; ludic events (in video
1996), 64, 85, 9091, 94, 100104, games)
194, 206, 219, 255, 283, 321, 371n46, Searle, JohnR., 136, 242243, 359n50,
391n21 402n25, 403n27, 403nn2930
The Sandman: Dream Country The Secret Life of Walter Mitty
(comic), 101 (film), 412n2
The Sandman: Fables and Reflections Segal, ErwinM., 348n15
(comic), 101 Sellors, Paul, 136, 376n12
The Sandman: Preludes and seriality, 91, 102, 121, 366n25, 370n41,
Nocturnes (comic), xxi, 156, 371nn4647, 421n1
184187, 194198, 253, 262, 283, setting, 46, 71, 86, 88, 114, 126,
389n14, 392n26 357n41, 366n25, 415n14. See also
The Sandman: The Dolls House space; storyworlds
(comic), 102 Shakespeare, William, 86
The Sandman: The Season of Mists Shame (film), 89
(comic), 283285, 292, 298, 325 Sherlock (television series), 328
The Sandman: The Wake (comic), 101 Short Cuts (film), 84, 362n8
Index 519
shot (in film), 43, 78, 8384, 89, 302, 325, 339n23, 350n20, 357n42,
159, 182, 225226, 229, 257262, 362n6, 381nn3334, 382nn3637,
277, 387n8, 400n18, 410nn5253, 386n4, 387n10, 389n13, 390n16,
411n57 392n27, 394n31, 395n38, 416n16.
Shyamalan,M. Night, 173, 412n2 See also diegetic levels; narrating
Silent Hill 2 (video game), 159 situation; storyworlds
silly questions, 93, 112, 365n19, The Sixth Sense (film), 77, 173, 412n2
369nn3739. See also principle slow motion (in film), 258, 266, 308,
of charity; representational 413n4
correspondence slow motion (in video games), 308,
simulation (in video games), 75, 311, 313, 413n4
106107, 112, 117, 119120, 182, 207, Small, David, 68, 159, 201
209, 213215, 308, 321, 367n29, Smith, GregM., 404n34
367n31, 368n33, 371n43, 381n31. Smith, Jeff, 392n26
See also gameplay (in video Smith, Murray, 241, 247, 404nn3132
games); narrative representation: Snyder, Zack, 157, 308, 329
interactive mode of The Social Network (film), 68
Sin City (comics series), 87, 94, 134, A Song of Ice and Fire (franchise),
328, 371n46, 390n20 xvii, xix
Sin City (film), 328 sound, 7273, 7576, 8990, 142,
Sin City: Hell and Back (comic), xxi, 174, 230, 250, 257, 260261, 361n4,
85, 87, 255256, 261, 263, 291298, 364nn1617, 386n32, 407n39,
325, 418n24, 420n34 409n48, 410nn5556, 419n29.
Sin City: The Hard Goodbye (comic), See also auricularization; music;
390n20 point of audition; voice
Singer, Bryan, xxi, 167, 172, 265, Souriau, Anna, 346n6
363n10 Souriau, Etienne, 346n6
Singh, Tarsem, 412n2 space, 35, 4348, 54, 69, 71, 7576,
singleplayer mode (in video games), 79, 8889, 94, 96, 98, 100101,
xviii, 19, 105, 110111 103104, 107113, 121, 167, 172, 183,
situation model, 44, 47, 51, 53, 74, 189, 207, 209, 213, 215, 234245,
348n14, 350n20. See also mental 259262, 265, 268, 274, 280, 287
model 288, 293, 297, 305307, 311313, 325,
situations, 36, 4344, 4649, 5354, 342n33, 350n19, 362n6, 364n16,
5965, 69, 7579, 8185, 89, 94101, 369nn3738, 392n27, 397n5,
103104, 106, 113115, 121, 156158, 400n14, 400n18, 406n36, 416n16,
161, 167170, 172, 176, 178, 180181, 417n22, 418n24, 419n26, 419nn29
187189, 194195, 204, 208, 214 30, 420n34, 423n6. See also
215, 217218, 220, 223, 225, 239, 263, setting; storyworlds; subjectivity:
268, 270, 278, 283, 285, 292, 298, spatial point-of-view sequences
520 Index
Spec Ops: The Line (video game), 261, Stitches (comic), 68, 159, 201
420n33 story, xvii, xix, 24, 912, 15, 22, 27,
spectators, 1011, 43, 7781, 87, 90, 30, 3538, 4548, 50, 52, 6162,
128131, 133, 141142, 168, 170172, 72, 7778, 86, 9496, 100104,
178, 180, 246, 266, 268271, 108110, 113, 117, 138, 142, 146147,
276, 282, 359n52, 386n7, 387n10, 150, 154160, 163, 168, 178, 180181,
407n37, 415n13. See also recipients 187189, 191, 194, 202, 204205,
Spector, Warren, 387n9 207, 209, 212213, 215, 217218,
speech balloons (in comics), 45, 89, 220, 223, 232, 266, 271, 278, 283,
183, 189, 195, 285, 302, 364n17. 286, 309, 312, 321, 323, 328330,
See also character speech 335n5, 339n23, 342n33, 343n40,
Sperber, Dan, 38, 52, 352n26 345nn25, 357n42, 367n31,
Spiegelman, Art, xxi, 68, 9194, 134, 370nn4041, 378n17, 378nn2021,
162, 200206, 282, 371n46, 390n19, 382n34, 382n36, 385n44,
392nn2728 386n7, 392n26, 393nn3031,
Spiegelman, Vladek, 93, 202206, 406n36, 413n6, 417n22, 422n3,
392nn2728 423n6. Seealso fabula; histoire;
Spore (video game), 387n9 plot
Springer Berman, Shari, 390n19 storyworlds, xviixxii, 9, 12, 16, 20,
Stage Fright (film), 173, 386n2 22, 30, 35, 3759, 6172, 7485, 87,
Staiger, Janet, 342n32, 377n14 8991, 94117, 119122, 137,
The Stanley Parable (video game), 139, 141, 143144, 146148, 151,
393n30 155162, 164165, 167176, 178180,
Stanzel, FranzK., 398n7 187189, 195, 202, 204205,
Star Wars (comics series), 330 207209, 211, 213, 215216, 218220,
Star Wars (film series), 330, 423n6 223225, 239241, 247248,
Star Wars (franchise), xviixix, 12, 254255, 259262, 264, 266,
330, 366n24, 422nn56 269271, 278, 283284, 286, 288,
Star Wars: Dark Forces (video 292293, 295, 298, 305, 309, 313,
game), 208 315316, 320322, 328332,
Star Wars: Knights of the Old 338n22, 342n33, 344n41, 344n1,
Republic (video game series), 330, 345nn35, 347n10, 348n15, 349n18,
371n42 351nn2324, 353nn2830,
Star Wars: The Clone Wars (film), 354nn3233, 356n39, 356nn4142,
422n5 357n44, 361nn56, 363nn1011,
Star Wars: The Clone Wars 364nn1617, 365n22, 366nn2425,
(television series), 422n5 367n29, 369nn3637, 370nn4041,
Stein, Daniel, xiii, 334n1, 338n22 371n45, 372n47, 373n3, 378n17,
Stein, Malte, 227 381nn3334, 383n38, 386n7,
Stiller, Ben, 412n2 387n10, 389n15, 391nn2324,
Index 521
storyworlds (cont.) 273274, 277285, 287288,
392n27, 394n31, 395n33, 291293, 295298, 300301, 303,
395nn3738, 401nn1920, 409n48, 305308, 310312, 315, 319321,
411n56, 412n2, 414n8, 417n20, 324326, 328329, 332, 344n41,
418nn2324, 419nn2930, 421n36, 363n10, 385n45, 389n12, 391n22,
421nn12, 422n4; accessibility of, 397n5, 400n15, 400n17, 401n20,
5758, 79, 356n39; arrangement of 402n23, 403n28, 405nn3536,
virtual, 120121, 371n45; factual 407n39, 407n41, 408nn4347,
domain of, 41, 101103, 255, 409n49, 410nn5152, 410nn5456,
261262, 270, 278, 283284, 288, 411nn5960, 412nn14, 413nn68,
295, 298, 309, 313, 316, 320, 363n10, 416nn1518, 417nn2225,
391n24, 401n19, 412n2, 413nn78, 419nn3031; and direct access
418n24; incompleteness of, 40, 46, to a characters consciousness,
56, 66, 105106, 355n36, 356n40; as xx, 3031, 121, 238239, 245, 247,
intersubjective communicative 252253, 264, 270, 279, 291, 298,
constructs, 5456, 61, 66, 70, 77, 322, 332, 400n17, 401n19, 404n33,
82, 106, 121, 133, 137, 159, 162, 168, 405n35, 409n45, 413n6, 417n18,
344n41, 353nn2930, 356n41, 419n27; and intersubjective
361nn56, 364n17, 386n7, 401n20; representation, 239240, 247248,
and ontologically disconnected 287288, 298, 313314, 316, 414n8,
subworlds, 38, 49, 6466, 76, 417n22; and narratorial strategies
80, 82, 9596, 100104, 363n12, of subjective representation,
392n27; transmedial, xvii, xix, 12, 249256, 270, 296, 313, 407n39,
330331, 422n4; and transmedial 407n41, 408n43, 409n47, 418n25;
universes, xviii, 330331, and objective representation,
422n4; work-specific, 330331, 240241, 247, 249, 254, 263, 401n21,
422n4. See also characters; 402n23, 409n49; and (quasi-)
comprehension; diegetic levels; perceptual overlay, 261262,
meaning: referential; narrative 265266, 270276, 278282, 287,
representation; narrators; 291, 293, 295, 297, 305, 308, 313,
situations; story; subjectivity 315317, 320, 325, 411n57, 412n2,
Stranglehold (video game), 368n33 414n8, 415n12, 419n26, 419n30,
Streep, Meryl, 178 420n34; and (quasi-)perceptual
structuralism, 13, 21, 35, 37, 39, 46, point-of-view sequences, 259262,
53, 350n19 274, 276, 278, 280, 282, 287288,
Sthring, Jan, 127, 139, 372nn23 291, 293, 297, 306309, 312, 315,
subjectivity, xxxxi, 16, 20, 3031, 415n12, 418n24, 419n26, 419nn2930,
51, 53, 78, 95100, 121, 140, 161, 420n34; and the representation
173, 183185, 220, 223, 225226, of internal worlds, 262, 265266,
228229, 231266, 268, 270272, 269, 271, 274, 283, 285286,
522 Index
292, 297298, 310, 313, 315, 320, terminology, 3, 6, 1314, 3536, 46,
324325, 409n46, 411n59, 412nn12, 4950, 129, 140141, 148, 224, 226,
416n16; and spatial point-of-view 229230, 233238, 243, 252, 257,
sequences, 259260, 262, 265, 274, 337n14, 351nn2324, 379nn2425,
280, 297, 305307, 311313, 325, 380n28, 385n44, 398n8, 399n10,
417n22, 419n26, 420n34; structure 404n34, 407n41, 410n51.
of, 240, 248249, 254, 263, 268, Seealso method; methodology;
270, 273274, 277, 291, 296, 298, theoretical frame
306, 310, 325. See also affects; text adventure (genre), 149, 395n38
beliefs; consciousness; desires; text worlds, 348n15. See also
dreams; emotions; experience; storyworlds
fantasies; feelings; focalization; theatrical performance, 16, 328, 330,
hallucinations; imaginations; 341n26, 344n41. See also drama
markers of subjectivity; theoretical frame, xixxx, 67, 31,
memories; mental imagery; 39, 327. See also methodology;
minds; moods; motivations; terminology; theory
perception; perspective; point of theory, xvii, xixxx, 12, 511, 1415,
view; quasi-perception; wishes 21, 26, 28, 31, 35, 3840, 4244,
Super Columbine Massacre RPG! 46, 5152, 5658, 60, 68, 7273,
(video game), 68 105, 127, 129130, 132, 135136, 142,
superhero (genre), 19 145148, 152, 204, 256257, 259,
Surdiacourt, Steven, 147, 380n26 288, 327, 332, 336n11, 337nn1315,
Sskind, Patrick, 386n1 337nn2223, 341nn3031, 342n33,
Swamp Thing (comics series), 102 344n1, 345n3, 346n6, 346nn89,
The System (comic), 364n17 347nn1112, 348nn1516, 352nn26
syuzhet, 3536, 128, 335n5. 28, 354nn3234, 355nn3637,
See also discourse; narrative 359n52, 360n2, 361n5, 365n19,
representation 366n27, 370n39, 374nn57,
375nn911, 380n28, 381n32,
Talbot, Bryan, 91 397n3, 402nn2426, 403n29,
The Tale of One Bad Rat (comic), 91 407n39, 408n43, 409n48. See also
Tan, Shaun, xxi, 285, 364n17, 378n17, cognitive theory; enunciation
389n12 theory; method; methodology;
Tarantino, Quentin, xxi, 76, 167, plural subject theory; reader-
265 response theory; reception
television, xviixviii, 16, 20, 102, 115, theory; relevance theory;
327328, 330331, 340nn2526, theoretical frame
342n31, 343nn4041, 375n10, third-person perspective (in video
421n1, 422n5 games), 234. See also point of view
television studies, 328, 342n32 (in video games)
Index 523
third-person shooter (genre), 208, transmedial entertainment
370, 413n4, 420n33 franchises, xviixi, 12, 330332,
Thompson, Craig, xxi, 68, 134, 363n14, 366n24, 421n2,
187, 282 422n4, 423n8. See also media
Thompson, HunterS., 277278, 329 convergence; storyworlds:
Thompson, Kristin, 342n32, 377n14 transmedial; storyworlds: and
Thomson-Jones, Katherine, 141, 144, transmedial universes
372n2 transmediality, xviixxii, 13, 68,
Thoss, Jeff, 358n47 1017, 1927, 2931, 4146, 52,
thought bubbles (in comics), 89, 96, 58, 60, 65, 7071, 7576, 8487,
183, 195, 231, 285, 302, 417n18 91, 120121, 129132, 136138,
time, 29, 35, 38, 4348, 54, 7172, 158, 165166, 182, 199, 219220,
76, 79, 8185, 87, 8990, 94, 96, 229, 233, 236239, 252, 255,
98, 100101, 103104, 112113, 257260, 264, 269, 283284,
121,160, 167172, 174, 179180, 306, 310, 321, 325, 327328,
184, 187, 209, 213, 217, 240, 330332, 337n17, 338nn1920,
246247, 264, 266269, 278, 284, 341n26, 343n34, 344nn12,
292, 308, 342n33, 343n40, 345n2, 347n10, 349n18, 351n24, 354n31,
350nn1920, 362n6, 368n33, 356n41, 362n7, 363n14, 366n24,
383n38, 392n27, 394n31, 395n37, 369n38, 371n46, 377n16,
397n5, 406n36, 416n16, 418n23, 399n13, 421n2, 422n4, 423n6,
419n30. See also anachrony; 423n8. See also intermediality;
storyworlds mediality; medium; narratology:
Time Shift (video game), 308 transmedial; storyworlds:
time travel, 8284, 112, 217, 266269, transmedial; storyworlds:
395n37 and transmedial universes
Todorov, Tzvetan, 5 transparency, 45, 103, 147, 254255,
Tollefsen, Deborah, 136 262263, 265266, 270, 274275,
Tomb Raider (franchise), xvii, 277, 279, 325, 365n21, 412n2, 414n8.
366n24 See also markers of subjectivity;
Tomb Raider (video game), 368n33, narrators; unreliability;
420n33 subjectivity; twist
top-down processes, 7, 43. See also Truffaut, Franois, 135
comprehension twist, 156, 173, 177, 213, 218, 271,
transfictionality, 102, 366n24, 421n2. 274, 276, 381n33, 387n10, 415n13.
See also storyworlds: transmedial; See also unreliability; markers
storyworlds: and transmedial of subjectivity; narrators;
universes; transmedial subjectivity; transparency
entertainment franchises Tykwer, Tom, xxi, 8283, 156, 167, 171,
Transistor (video game), 395n35 253, 265, 372n47
524 Index
Ultima Underworld (video game), van Dijk, TeunA., 348n16
387n9 van Leeuwen, Theo, 73
Uncharted: Drakes Fortune (video video games, xviixix, 2, 67, 1617,
game), 368n33 1920, 2223, 25, 28, 30, 43, 58, 60,
Under Siege (video game), 68 62, 6465, 6976, 8587, 102122,
unreliability, 95, 158, 161165, 171174, 131135, 137138, 140141, 148153,
182, 205206, 208, 211, 216217, 155160, 162166, 171, 182183, 191,
219220, 270, 315, 325326, 328, 193, 206220, 229, 231, 233236,
384nn4245, 386n2, 386nn67, 240, 245, 248256, 260264,
391n25, 393n30, 412n2; evaluative, 282, 303, 305330, 332, 339n23,
164165, 328, 384nn4244; ludic, 342nn3233, 343n40, 347n9,
216217, 393n30; narrative, 95, 347n11, 354n32, 355n35, 357n42,
163164, 171174, 205, 219220, 360n54, 362n7, 363n12, 366nn2645,
270, 315, 325326, 384n42, 372n47, 375n10, 377n14, 378n17,
385nn4445, 386n6, 391n25, 412n2; 380nn2732, 382n35, 385n46,
narratorial, 158, 161, 163165, 171174, 387n9, 390nn1819, 393nn2938,
182, 206, 208, 211, 217, 219, 270, 399n11, 399nn1316, 404nn3436,
384nn4243, 385n44, 386n2, 407n38, 309n47, 411n56,
386nn67; representational, 419nn2838, 421nn12, 423n6,
164165, 171174, 217, 325326, 423n8. Seealso action-adventure
384n42, 385nn4445, 386n6, 391n25. (genre); computer games; cut-
See also narrators; subjectivity scenes (in video games); digital
The Unwritten (comics series), 64, games; first-person perspective
85, 102104, 282, 358n47, 390n19 (in video games); first-person
The Unwritten: Dead Mans Knock shooter (genre); gameplay(in
(comic), 372n47 video games); games of emergence
The Unwritten: Leviathan (comic), (in video games); games of
xxi, 104 progression (in video games);
The Unwritten: Tommy Taylor game spaces (in video games);
and the Bogus Identity (comic), goals (in video games); gods eye
102103 perspective (in video games);
Uricchio, William, 69 graphic user interface (in video
Uspensky, Boris, 397n5, 406n36 games); interactivity (in video
The Usual Suspects (film), xxi, games); intersubjective stability
167168, 171173, 178, 206, 219, 265, (in video games); intertitles (in
363n10, 386n2, 386n7 video games); intrigant (in video
games); ludic events (in video
values, 109, 223, 245, 247249, 255, games); massively multiplayer
404n33, 405nn3536, 407n38. role-playing game (genre);
See also norms mechanics (in video
Index 525
video games (cont.) 194, 250252, 256, 260, 276277,
games); narrative representation: 279, 282, 292293, 295, 301303,
interactive mode of; nonlinearity 309, 313314, 322, 325, 389n13,
(in video games); playthrough (in 390n20, 391n22, 407n39, 409n47,
video games); point of action 411n56, 413n6, 415n12, 418n25,
(in video games); point of view 420n32; narratorial, 113, 126128,
(in video games); possibilities of 140141, 156, 158, 163, 179, 184,
interaction (in video games); real- 194, 211, 217, 250252, 254256,
time strategy (genre); role-playing 277279, 295, 322, 377n16, 381n32,
game (genre); rules (in video 383n38, 389n13, 390n20, 394n31,
games); rules of representation 409n47, 414n11, 417n22. See also
(in video games); sanity meter (in character speech; narrators;
video games); scripted events sound; subjectivity; voice-over
(in video games); simulation (in voice-over, 82, 143, 147, 156, 159, 160,
video games); singleplayer mode 163, 167168, 172, 174, 177178,
(in video games); slow motion 181182, 208, 214, 250251, 278
(in video games); third-person 279, 322, 383n38, 386n2, 389n13,
perspective (in video games); 410n54, 422n3. See also narrators;
third-person shooter (genre); voice
virtual camera (in video games)
virtual camera (in video games), Wachowski, Andy, 308, 363n10
110, 136, 368n33, 369n35. See also Wachowski, Lana, 308, 363n10
camera (in film) Waco Resurrection (video game), 68
virtual worlds, 79, 363n10. See also The Walking Dead (comics series),
storyworlds 330
Vogel, Matthias, 341n30 The Walking Dead (franchise), xvii,
voice, 88, 97, 113, 116, 126128, xix, 330
140143, 149, 151, 156, 158160, 163, The Walking Dead (television series),
167168, 173, 178179, 184, 194, 328, 330
211, 213, 217, 250252, 254256, The Walking Dead: Season One
260, 277279, 282, 292293, 295, (video game series), 330
301303, 309, 313315, 322, 324325, The Walking Dead: Survival Instinct
328, 373n3, 377n16, 381n32, 383n38, (video game), 331
389n13, 390n20, 391n22, 392n27, Walsh, Richard, 5153, 125, 138141,
394n31, 395n38, 407n39, 409n47, 352nn2526
411n56, 413n6, 414nn1112, Walton, KendallL., 4042, 51, 61, 74,
417n22, 418n25, 420n32; authorial, 76, 8586, 90, 345n3, 347nn1113,
127128, 141, 328, 373n3, 377n16, 349n17, 355n36, 360n3, 361n5,
392n27; extrafictional, 127128, 365n19, 370n39
395n38; internal, 159, 174, 184, Wanted (film), 308
526 Index
Warcraft (franchise), xvii, xix, 12 The Witcher 2: Assassins of Kings
Warcraft (video game series), 306 (video game), 208
Warcraft III: Reign of Chaos (video Wolf, Werner, xiii, 5, 1214, 18,
game), 108, 111, 370n39 2324, 2728, 30, 48, 65,
Ware, Chris, xxi, 85, 9496, 183, 337nn1820, 340n24, 343n39,
261, 283, 365n21, 369n38, 371n46, 388n11
417n18 Wollheim, Richard, 60, 357n43
Watchmen (comic), 94, 157, 329, Wolterstorff, Nicholas, 39
371n46, 391n23, 392n26, 418n25, World of Warcraft (video game),
422n3 312
Watchmen (film), 308, 329, 422n3 Wreden, Davey, 393n30
Werth, Paul, 348n15, 350n20 Wright, Will, 387n9
West, Simon, 329
Willingham, Bill, 231232 XIII (video game), 108
Wilson, Deirdre, 38, 52, 352n26
Wilson, George, 226, 258259, Yacobi, Tamar, 6263
261262, 407n39
Wimsatt, WilliamK., 352n27, 374n7 Zemeckis, Robert, 412n2
The Wire (television series), 328 Zierold, Kirsten, 150, 380nn2931
wishes, 41, 244245, 248249, 255. Zipfel, Frank, 39
See also goals (of characters); zoom (in film), 83, 263, 265
motivations Zunshine, Lisa, 239
Index 527
In the Frontiers of Narr ative Series: