Science Fiction: A Narrative Analysis

Improved Essays
Video games are arguably even less associated with storytelling than comics are, with some critics believing “that the video-game form is incompatible with traditional concepts of narrative” (Bissel, 93). Where the medium truly excels, however, is with its capacity for immersion. Like how the addition of sound allowed filmgoers to not just watch the action but hear it, “Every new medium that has been invented … has increased the transporting power of narrative” (Rose, 36). Where readers of books and viewers of movies are passive, gamers take an active role in their narratives. In games like Mass Effect this means making key decisions that affect the development of the plot, but in games like Naughty Dog’s Uncharted and The Last of Us, this …show more content…
S. Lewis puts it, “actual additions to life; they give, like certain rare dreams, sensations we never had before, and enlarge our conception of the range of possible experience” (Lewis, 70). Reality may not have brain-infecting funguses, time-stopping orgasms, or even fathers who will willingly give up their inheritance to a frivolous son, but these conventions let deeper truths play out more freely. This doesn’t mean these narratives, or stories in general, must be allegorical parables. Tolkien himself preferred “…history, true or feigned, with its varied applicability to the thought and experience of readers” (Tolkien, xix). So a reader doesn’t have to have literally ran away from home to understand Jesus’ message of a father’s love, nor does one have to have lost their daughter for Joel’s story to be impactful. All these stories speak to something deeper, these stories can be realer than real; “A thing may happen and be a total lie; another thing may not happen and be truer than the truth” (O’Brien, 80). That’s the thing about building stories: there’s always some point to them. Even if it’s just so everyone else doesn’t end up with hives like Dylan, “Every effective story idea sends a charged idea out to us” (McKee, …show more content…
Muslim immigrant children lives take place in different spheres. At school, they are the foreign underdogs and must overcome negative implications forced on them in order to be accepted. At home, they must appear Moroccan in attitudes and interactions. At play amongst themselves, however, they are most free to tell their own stories, which for girls can manifest in the construction of “desirable female identities in the context of idealizations of Spanish femininity" (260). These narratives would be laughable amongst their Spanish peers at school and near-heretical at home, but out with their friends they are able to build stories about themselves independent of adults or the racial majority. Here, storytelling is an act of empowerment whereby they are able to shape their

Related Documents

  • Improved Essays

    At the tender age of 13 most american children are sat down by their parents and forced to listen to them awkwardly explain the mechanism of sex. A generally traumatic experience that most kids end up repressing to the far recesses of their mind. However this once in a lifetime event is typically an American experience and is not something most immigrant children are exposed to Instead, because it is seen as more socially acceptable, they are made to embrace celibacy and abstinence. ( characterized by general statements of “..not until after your married”, and the classic “ Did you go behind the palm trees”). In her novel “How the Garcia Girls Lost their Accents”, Julie Alvarez narrates the difficulties the Garcia girls face growing up bicultural in the…

    • 1653 Words
    • 7 Pages
    Improved Essays
  • Improved Essays

    Literacy and education are the building blocks and ground work of almost everything we accomplish in society. The importance of reading in our education system is crucial so a common question that stems from its importance is how gamers compare in literary development. When it comes to literacy in books and in gaming it comes down to the context of the literature. Gamers that choose faster passed shooters or quite puzzle games are not any more literate then someone who chooses to read the books of “The Cat and the Hat”. There has been research which has shown that there are gamers that excel in literary tasks, but only due to the context of the games they were playing.…

    • 155 Words
    • 1 Pages
    Improved Essays
  • Improved Essays

    Introduction Statement of inquiry: The genre of a text determines the way the characters, setting and themes are constructed. Genre is a technique that is constantly used in all literature, such as music, films and art. Each piece of literature is put into a genre category. Such as Sci-Fi, drama, comedy and many more.…

    • 549 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Although the word “storytelling” has many uses and meanings in this reading it is being understood in the…

    • 1028 Words
    • 5 Pages
    Improved Essays
  • Decent Essays

    First of all , It's important to tell stories that allows us to pick good informations from other's. According to the video of "An intro To Storycorps Dave Isay"," we can learn so much about the people all around us, even the people we already know just by taking the time of having a conversation and if you pay just a little attention you'll find wisdom and poetry in their work". Stories are like the key points that allows us to understand that words can have a powerful meaning on other's. In addition, stories can help other's to find a way how to become connected to people and share their own stories to other's. For Instance, from the article of " Resilience And ....4 Benefits To Sharing Your Story" "People who found their voice, shared their voice, shared their story, and reaffirmed their values often find a sense of peace and a hopefulness that they did not have before".…

    • 340 Words
    • 2 Pages
    Decent Essays
  • Improved Essays

    We tell stories for all sorts of reasons; to help, to understand, to feel, to comfort, to remember. However, at the end of the day I concur with the author that “the only people…

    • 1085 Words
    • 5 Pages
    Improved Essays
  • Decent Essays

    In the article “Dream Machines” (2006) American video game designer William Ralph “Will” Wright tries to argue video games as a more beneficial origin of education than someone who has a cynical sight on video games. Will analyzes its positive effects and how games and technology is allowing the modern gamer to enhance problem solving skills, expressing creativity, amplifying the imagination, and enjoying the virtual world as much as the designer does. Wrights purpose is to point out that designers like himself are inviting gamer involvement back in to let gamers incorporate personal characteristics of their own virtual world. Will states “ Games are evolving to entertain, educate, and engages us individually”, he wants the gamers to be a reflection…

    • 161 Words
    • 1 Pages
    Decent Essays
  • Improved Essays

    Storytelling is what brings everything together and forms a one-of-a-kind piece of art. (1 MORE…

    • 965 Words
    • 4 Pages
    Improved Essays
  • Superior Essays

    Bioshock

    • 1571 Words
    • 7 Pages

    In science fiction, there is a special type of genre that primarily seeks to manipulate and mislead the person experiencing the story. These tales, whatever their medium, subtly influence their target to begin thinking about the world depicted in a way that may not be entirely accurate. Of course, stories like these can never be advertised as such; few things take away from a story more than knowing a plot twist is coming and trying to identify it. Books and movies have been working on manipulating their readers and viewers in this way for a long time, but incredibly recently, video games have risen as the primary force of this narrative movement. The full immersion, many argue, allows the player to become one with the world of the game;…

    • 1571 Words
    • 7 Pages
    Superior Essays
  • Improved Essays

    A world filled with fantasies and pleasure that the real world can’t give you. Jane is an incredible person she creates her own video games and she has written many of her own books. She is a world-renowned designer of an alternate reality, she believes that “game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize” (McGonigal pg.1). For example, the author Jane McGonigal, wrote “Be a Gamer, Save the World,” published on January 22, 2011, in the Wall Street Journal, and she argues that we all think that playing video games is a way to escape reality, but gamers could change the world. Jane McGonigal effectively uses statistics and facts, and she successfully uses ethos and logos…

    • 991 Words
    • 4 Pages
    Improved Essays
  • Great Essays

    Science Fiction is an extremely popular TV genre, with its proof being its long-running longevity through the history of television. There can also noticeably be three forms of science fiction; ‘stories of travel through space (to other worlds, planets, stars), stories of travel through time (into the past or into the future) and stories of imaginary technologies (machinery, robots, computers, cyborgs and cyber culture)’ (VIII, Roberts, Adam. 2006) it is through these three categories that science fiction can be critically looked into specifically, via its mise-en-scene, and narrative, to associate itself to one of the three categories. For the British Film Institute’s screening of science-fiction programmes, the shows chosen are as followed;…

    • 2001 Words
    • 9 Pages
    Great Essays
  • Improved Essays

    Dystopian Influence

    • 412 Words
    • 2 Pages

    In addition, through this significant data, we can found that video games occupy an important position indeed, especially among young people. All these phenomena can prove that the video game has been fully and physically influenced people’s lives. Not only that, it will also affect people’s thinking. A good impressive game can expand people’s knowledge and make them immersed in ideas and cultures (Tynes, 2010). Besides, video game as a member of emerging medium, unique in its function which is interactive and playable.…

    • 412 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    With today’s technology and advancements, playing video games is more fun than ever. It is a good hobby to have to get your mind off of reality and dive into some adventure. Furthermore even beginning to think about how the gaming industry will be changing in the future is mind blowing. Unprescendented things are going to happen for the gaming world, there is no doubt that video games will continue to get better year after year. After hearing about the impressive growth of video games, I hope I have your mind wandering.…

    • 954 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Video games: Good or Bad? Since the last decade, video games – in the public eye - have been considered as a negative impact to our society. Government officials, news reporters, and parents alike have all pointed the finger at video games and their developers for — in one way or another — poisoning the minds of their children. However, recent studies have shown that video games is actually not a bad influence to our kids, and on the contrary, it could be the tool to develop their skills.…

    • 711 Words
    • 3 Pages
    Improved Essays
  • Great Essays

    Let's Play Video Analysis

    • 1124 Words
    • 5 Pages

    Older studies focused on the engagement of machinima, a portmanteau of machine and cinema, and viewer engagement (Glas, 2015). Glas’s study states that viewers enjoy this form of internet content because they are engaged in the game play vicariously through the creator’s playing style (Glas, 2015). Let’s Play videos also differed from superplay videos, content in which the player shows off their game mastery, because the focus was not to demonstrate player skill (Glas, 2015). The differences between the three styles of content illustrated help build understanding of a newer form of media; also, it builds an understanding of the creator and viewer…

    • 1124 Words
    • 5 Pages
    Great Essays