Second Person in Different Genres and Cultural Practices
Data
2022Autor
Jeziorska-Haładyj, Joanna
Rembowska-Płuciennik, Magdalena
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Pokaż pełny rekordStreszczenie
The editorial introduction shows the richness of traditional literary genres (fictional and
non-fictional), new cultural practices (digital literature, games, and playable media) in which
second-person address may be encountered. The presence of a direct address to “you” (individual
or collective) is also a distinct marker of contemporary marketing, advertising, and social
media communication. There is a number of transitional forms in-between print and
digital literature and games, in which the presence of the second-person pronoun is one of
the main features of poetics. These include narrative role-playing games (RPGs), game books,
interactive text games, and paragraph games/books. Complementing the existing gap in Polish
interdisciplinary research, the editors discuss both the historical forms of second-person
narrative and its potential to cross the boundaries between various media. Additionally, the
article reconstructs the fuzzy status of you-narrative in 20th-century narrative theory, since
the semantic ambiguities of the multifaceted “you” address resulted in multiple theoretical
attempts at defying and analyzing the second-person storytelling. We summarize the main
threads of the heated debate on the semantics, poetics, and pragmatics of second-person narrative
that took place at the turn of the 20th and 21st centuries. The editorial discusses the
reasons why narrative theory gradually recognized the typological equivalence of second-person
storytelling to the third- and first-person narrative mode. Another recurring problem in
research on second person is its impact on reader’s immersion and identification processes.
Moreover, we indicate the new cultural context (the digital revolution) as an important factor
in the current dissemination and popularization of second-person narratives.
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