Remember Me
Or use your Academic/Social account:


Or use your Academic/Social account:


You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.


Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message


Verify Password:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Ensslin, Astrid; Bell, Alice (2012)
Publisher: University of Nebraska Press
Languages: English
Types: Article
This article offers a close-reading of geniwate's and Deena Larsen’s satirical, ludic Flash fiction The Princess Murderer, with a specific focus on how the text implements second person narration and other forms of the textual "you" in juxtaposition with other narrational stances. We aim to explore the extent to which print-based narratological theories of the textual you apply to the text under investigation, and to outline new directions for research arising from the text's distinct (inter-)medial, literary/reflexive, and ludic qualities. Of particular interest will be the ways in which the reader and his/her role in the cybernetic feedback loop are constructed textually and interactionally. Specifically, we argue that current approaches to the "you" in digital fiction need to be expanded, particularly with respect to its metafictional potential.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • Aarseth, Espen (1997). Cybertext: P erspectives on Ergodic Literature. Baltimore: Johns Hopkins UP.
    • Bell, Alice (2007). "'Do You Want to Hear About It?' Exploring Possible Worlds in Michael Joyce's Hyperfiction, afternoon, a story." Contemporary Stylistics. Ed. Marina Lambrou and Peter Stockwell. London: Continuum. 43-55.
    • Bell, Alice (2010). The P ossible Worlds of Hypertext F iction. Basingstoke: PalgraveMacmillan.
    • Bell, Alice, Astrid Ensslin, Dave Ciccoricco, Jess Laccetti, Jessica Pressman, and Hans Rustad (2010). "A [S]creed for Digital Fiction" The Electronic Book Review. http://www.electronicbookreview.com/thread/electropoetics/DFINative. Accessed 26 April 2010.
    • Bell, Alice and Astrid Ensslin (2011). "'I Know What It Was. You Know What It Was:' Second-Person Narration in Hypertext Fiction." Narrative 19.3.
    • Boellstorff, Tom (2008). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton: Princeton UP.
    • Butor, Michel (1957). La Modification. Paris: Minuit.
    • Capecci, John (1989). "Performing the Second Person." Text and P erforma nce Quarterly 9.1: 42-52.
    • Ciccoricco, David (2007). Reading Network Fiction. Tuscaloosa, AL: U of Alabama P.
    • Douglass, Jeremy (2007). "Enlightening Interactive Fiction: Andrew Plotkins's Shade." Second P erson: Role-P la ying and Story in Games and P layable Media . Ed. Pat Harrigan and Noah Wardrip-Fruin. Cambridge, MA: MIT P. 129-36.
    • Ensslin, Astrid (2007). Canonizing Hypertext: Explorations and Constructions. London: Continuum.
    • Ensslin, Astrid (2011). The Language of Gaming. Basingstoke: Palgrave Macmillan.
    • Ensslin, Astrid and Alice Bell (2007). New P erspectives on Digital Literature: Criticism and Analysis. Special Issue of dichtung-digital 37. http://www.dichtung-digital.de/. Accessed 18 November 2009.
    • Filiciak, Miroslaw (2003). "Hyperidentities: Postmodern Identity Patterns in Massively Multiplayer Online Role-Playing Games." The Video Game Theor y Reader. Ed. Marc J. P. Wolf and Bernard Perron. New York: Routledge. 87-102.
    • Fludernik, Monika (1994). "Second-Person Narrative As a Test Case for Narratology: The Limits of Realism." Style 28.3: 445-79.
    • geniwate and Deena Larsen (2003). The P rincess Murderer. http://www.uiowa.edu/~iareview/tirweb/feature/june03/larsen_geni/prin.html. Accessed 30 April 2010.
    • Harrigan, Pat and Noah Wardrip-Fruin (2007). Second P erson: Role-P laying and Story in Games and P layable Media . Cambridge, MA: MIT P.
    • Hayles, N. Katherine (2007). "Hyper and Deep Attention: The Generational Divide in Cognitive Modes." P rofession 2007: 187-99.
    • Herman, David (1994). "Textual You and Double Deixis in Edna O'Brien's A P agan Place." Style 28.3: 378-411.
    • -----. (2002). Story Logic: Problems and P ossibilities of Narrative. Lincoln: U of Nebraska P.
    • Infocom (1980). Zork 1. Cambridge, MA: Personal Software and Infocom.
    • Jackson, Shelley (1995). P atchwork Girl; Or a Modern Monster. Watertown MA: Eastgate Systems.
  • No related research data.
  • No similar publications.

Share - Bookmark

Cite this article