Cited by 13Narrative Theory and AnalysisLiterary Theory and Cultural HermeneuticsCultural Insights and Digital Impacts

Focalization and Digital Fiction

Ciccoricco, David·2012·Narrative

Abstract

Focalization and Digital Fiction David Ciccoricco (bio) “Focalization,” perhaps one of the sexiest concepts to surface from narratology’s lexicon, still garners considerable attention nearly four decades after its coinage. The entry for the term in the online Living Handbook of Narratology is by far the most popular one, roughly 400 page views ahead of the second most popular, for “author.”1 Granted, that statistic may be more a function of the term’s inherent confusion than its inherent appeal, as classical narratology has spawned multiple models with irreconcilable differences and single terms with multiple meanings, all in the service of elaborating Gérard Genette’s foundational distinction that the agent who tells the narrative is not necessarily the same one who perceives it. In his contribution to the recent collection Point of View, Perspective, and Focalization, Uri Margolin outlines three directions for a revision of focalization theory: 1) expansion of its application to other media with theoretical modifications as needed; 2) reconfiguration of the available system and its categories; and 3) a reconceptualization of the whole theory by placing it within a more fundamental theoretical framework (41). A general term that Genette endowed with technical meaning in narrative theory’s structuralist prime, focalization is generally understood to involve the filtering of narrative information with varying degrees of subjectivity via any number of vantage points of characte…

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Crossref · 10.1353/nar.2012.0021

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  • Importing the contested concept of focalization into game studies is still in progress, even though some headway has already been made.

    “Importing the contested concept into game studies is still in progress, even though some headway has already been made (Ciccoricco, 2012; Nitsche, 2005).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Ciccoricco, 2012

Authors
Ciccoricco, D.
Corresponding author
Ciccoricco, David
Venue
Narrative
Publisher
Project MUSE
Published
2012-10
Volume
20
Issue
3
Pages
255-276
ISSN
  • 1063-3685 (ISSN-L)
  • 1538-974X
OpenAlex
W2064399449
Cited by
13
References
0
Citations by year
2025: 1 · 2024: 1 · 2023: 1 · 2020: 2 · 2019: 1 · 2018: 1 · 2016: 1 · 2015: 3 · 2014: 2
FWCI
28.45
Type
journal article
Language
en
Open access
closed
Locations
  • Narrative (publishedVersion)
  • Project Muse (Johns Hopkins University) (submittedVersion)
Topics
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Literary Theory and Cultural Hermeneutics
  • Physical Sciences › Computer Science › Computer Networks and Communications › Cultural Insights and Digital Impacts
Keywords
focalization, digital fiction, narrative theory, Gérard Genette, interactive fiction, narrative perspective, fictional minds, fictional worlds

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