Topic
Paratext
About: Paratext is a research topic. Over the lifetime, 654 publications have been published within this topic receiving 4751 citations.
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TL;DR: In this case, we are dealing in this case with a threshold, or the term Borges used about a preface-with a "vestibule" which offers to anyone and everyone the possibility either of entering or of turning back.
Abstract: HE LITERARY WORK consists, exhaustively or essentially, of a text, that is to say (a very minimal definition) in a more or less lengthy sequence of verbal utterances more or less containing meaning. But this text rarely appears in its naked state, without the reinforcement and accompaniment of a certain number of productions, themselves verbal or not, like an author's name, a title, a preface, illustrations. One does not always know if one should consider that they belong to the text or not, but in any case they surround it and prolong it, precisely in order to present it, in the usual sense of this verb, but also in its strongest meaning: to make it present, to assure its presence in the world, its "reception" and its consumption, in the form, nowadays at least, of a book. This accompaniment, of varying size and style, constitutes what I once christened elsewhere,' in conformity with the frequently ambiguous meaning of this prefix in French2--consider, I said, adjectives like parafiscal or paramilitary-the paratext of the work. Thus the paratext is for us the means by which a text makes a book of itself and proposes itself as such to its readers, and more generally to the public. Rather than with a limit or a sealed frontier, we are dealing in this case with a threshold, or-the term Borges used about a preface-with a "vestibule" which offers to anyone and everyone the possibility either of entering or of turning back. "An undecided zone"3 between the inside and the outside, itself without rigorous limits, either towards the interior (the text) or towards the exterior (the discourse of the world on the text), a border, or as Philippe Lejeune said, "the fringe of the printed text which, in reality, controls the whole reading."4 This fringe, in effect, always bearer of an authorial commentary either more or less legitimated by the author, constitutes, between the text and what lies outside it, a zone not just of transition, but of transaction; the privileged site of a pragmatics and of a strategy, of an action on the public in the service, well or
260 citations
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TL;DR: The authors examined the effects of reading medium and a paratext manipulation on aspects of narrative engagement and found that tablet readers who believed they were reading nonfiction were less likely to report narrative coherence and transportation.
Abstract: The purpose of this study was to examine the effects of reading medium and a paratext manipulation on aspects of narrative engagement. In a 2 (medium: booklet vs. iPad) by 2 (paratext: fiction vs. nonfiction) between-subjects factorial design, the study combined state oriented measures of narrative engagement and a newly developed measure of interface interference. Results indicated that, independently of prior experience with reading on electronic media, readers in the iPad condition reported dislocation within the text and awkwardness in handling their medium. Also, iPad readers who believed they were reading nonfiction were less likely to report narrative coherence and transportation, while booklet readers who believed they were reading nonfiction were, if anything, more likely to report narrative coherence. Finally, booklet (but not iPad) readers were more likely to report a close association between transportation and empathy. Implications of these findings for cognitive and emotional engagement with textual narratives on paper and tablet are discussed.
130 citations
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01 Jan 2008
TL;DR: Introduction 1. The game of Lost 2. Collecting Katamari Damacy 3. The Halo universe 4. Facade 5. Anticpating Spore Notes Selected Bibliography Glossary Index
Abstract: The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies.
Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Facade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
122 citations
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TL;DR: This paper examined the role of personality factors and paratextual information about the reliability of a story on its persuasiveness and found that participants' need for cognition increased the difference between non-fiction versus a fake story.
Abstract: The present research examined the role of personality factors and paratextual information about the reliability of a story on its persuasiveness. Study 1 (N = 135) was focused on recipients' explicit expectations about the trustworthiness/usefulness and the immersiveness/entertainment value of stories introduced as nonfiction, fiction, or fake. Study 2 (experimental, N = 186) demonstrated that a story was persuasive in all three paratext conditions (nonfiction, fiction, or fake versus belief-unrelated control story) and that its influence increased with the recipients' need for affect. Participants' need for cognition increased the difference in persuasiveness of a nonfictional versus a fake story. Additional mediation analyses suggest that fiction is more persuasive than fake because readers of fiction get more deeply transported into the story world.
89 citations