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What Can We Do at the End of the Wor...
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Armstrong, Shane,
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What Can We Do at the End of the World: How Narrative Forms Can Afford Agency in the Context of Climate Change /
Record Type:
Electronic resources : Monograph/item
Title/Author:
What Can We Do at the End of the World: How Narrative Forms Can Afford Agency in the Context of Climate Change // Shane Armstrong.
Author:
Armstrong, Shane,
Description:
1 electronic resource (134 pages)
Notes:
Source: Masters Abstracts International, Volume: 86-12.
Contained By:
Masters Abstracts International86-12.
Subject:
English literature. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=32000676
ISBN:
9798286442683
What Can We Do at the End of the World: How Narrative Forms Can Afford Agency in the Context of Climate Change /
Armstrong, Shane,
What Can We Do at the End of the World: How Narrative Forms Can Afford Agency in the Context of Climate Change /
Shane Armstrong. - 1 electronic resource (134 pages)
Source: Masters Abstracts International, Volume: 86-12.
Climate change has ended our world, and we are incapable of understanding the "non-world" that has risen in its place. It is easy to become overwhelmed or apathetic in the face of environmental catastrophe, our incapability only amplifying these feelings. Though a plethora of research and information regarding the topic is available, the complexity of this data often furthers these senses of helplessness in the general population, who do not have the scientific background necessary to fully understand the concepts being presented. How, then, can we convince everyday people of both the possibility and necessity of their own agency in the face of climate change? By placing the theoretical fields of new formalism, ecocriticism, and philosophies of agency in conversation with one another, this thesis argues that some of the greatest potential for understanding the new "non-world" lies within narratives. Within the following chapters, multiplicities of agencies, conceptions of non-realist narratives and scale, and experiences of the sublime are used to demonstrate the ways that narrative forms present opportunities for rethinking the world and the ways we interact with it. Chapter one provides the critical framework upon which the remainder of the project is built, then demonstrates through a small close reading of Square Enix's Final Fantasy. Chapter two examines the video game narratives of Annapurna Interactive's Stray, David OReilly's Everything, and Consumer Softproducts's Cruelty Squad to discover the opportunities for engaging with nonhuman agencies through the interactive form of games. Chapter three utilizes Amitav Ghosh's Gun Island alongside Matt Bell's Appleseed to argue for the agential possibilities of storytelling through the novel form. Chapter four argues through Lauren Groff's The Vaster Wilds, Nintendo's The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, and that game company's Journey that narratives become able to bridge the gap between the narrative temporary agencies that narraplayers inhabit and their full agencies through experiences of the sublime. These chapters explore environmental narratives by applying the works of theorists like Caroline Levine, C. Thi Nguyen, and Timothy Morton to discuss and understand the different ways that unique narrative forms can increase senses of agency within narraplayers.
English
ISBN: 9798286442683Subjects--Topical Terms:
516356
English literature.
Subjects--Index Terms:
Agency
What Can We Do at the End of the World: How Narrative Forms Can Afford Agency in the Context of Climate Change /
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Climate change has ended our world, and we are incapable of understanding the "non-world" that has risen in its place. It is easy to become overwhelmed or apathetic in the face of environmental catastrophe, our incapability only amplifying these feelings. Though a plethora of research and information regarding the topic is available, the complexity of this data often furthers these senses of helplessness in the general population, who do not have the scientific background necessary to fully understand the concepts being presented. How, then, can we convince everyday people of both the possibility and necessity of their own agency in the face of climate change? By placing the theoretical fields of new formalism, ecocriticism, and philosophies of agency in conversation with one another, this thesis argues that some of the greatest potential for understanding the new "non-world" lies within narratives. Within the following chapters, multiplicities of agencies, conceptions of non-realist narratives and scale, and experiences of the sublime are used to demonstrate the ways that narrative forms present opportunities for rethinking the world and the ways we interact with it. Chapter one provides the critical framework upon which the remainder of the project is built, then demonstrates through a small close reading of Square Enix's Final Fantasy. Chapter two examines the video game narratives of Annapurna Interactive's Stray, David OReilly's Everything, and Consumer Softproducts's Cruelty Squad to discover the opportunities for engaging with nonhuman agencies through the interactive form of games. Chapter three utilizes Amitav Ghosh's Gun Island alongside Matt Bell's Appleseed to argue for the agential possibilities of storytelling through the novel form. Chapter four argues through Lauren Groff's The Vaster Wilds, Nintendo's The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, and that game company's Journey that narratives become able to bridge the gap between the narrative temporary agencies that narraplayers inhabit and their full agencies through experiences of the sublime. These chapters explore environmental narratives by applying the works of theorists like Caroline Levine, C. Thi Nguyen, and Timothy Morton to discuss and understand the different ways that unique narrative forms can increase senses of agency within narraplayers.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=32000676
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