Accessibility Skip to Global Navigation Skip to Local Navigation Skip to Content Skip to Search Skip to Site Map Menu

ENGL467 Special Topic: Storyworlds and Cognition

ENGL 467 Storyworlds and Cognition applies advanced narrative theory to a range of fictional storyworlds across media, including texts in print (novels and short fiction) and in digital environments (digital fiction and video games). More specifically, it combines cognitive-based narrative theory and literary theory in order to identify the affordances and limitations of different modes and media, with particular focus on the representation of fictional minds.

We will consider the unique power of novels and textual discourse to tell of the cognitive functioning of others and the way in which this medium exploits a diverse range of techniques used to portray perspective and perception as well as describe dispositions, intentions, and emotions of characters.

Furthermore, we will consider how the participatory nature of digital fictions and the agency required in gameworlds requires a recalibration of more conventional notions of immersion in fictional worlds and identification with the characters that inhabit them.

In recognising the ways in which narratives across media represent consciousness and cognition, we aim to determine what such texts can tell us about the minds of actual readers, viewers, and players in turn.

Paper title Special Topic: Storyworlds and Cognition
Paper code ENGL467
Subject English
EFTS 0.1667
Points 20 points
Teaching period Not offered in 2017
Domestic Tuition Fees (NZD) $1,076.55
International Tuition Fees (NZD) $4,267.52

^ Top of page

Prerequisite
72 points from ENGL 311-368, EURO 302
Graduate Attributes Emphasised
Interdisciplinary perspective, Lifelong learning, Scholarship, Communication, Critical thinking, Cultural understanding, Ethics, Information literacy, Research.
View more information about Otago's graduate attributes.
Learning Outcomes
Students who successfully complete the paper will be able to
  • Gain an understanding of narrative as a "cultural form" across media
  • Gain a familiarity with the working concepts and vocabulary of the field of narrative theory and "cognitive narratology" and apply that theoretical and conceptual knowledge to specific narrative texts in the form of an extended analytical essay
  • Identify moments of convergence and divergence between what structures the experience of narratives in print (such as novels) on the one hand and those of digital fictions and gameworlds on the other
  • Recognise the ways in which narratives across media both represent cognition (of fictional characters) and tell us something about the minds of actual readers, viewers, and players
  • Acquire the technical and critical skills necessary to utilise blogs as a working repository of scholarly ideas and a participatory text open to peer critique
  • Identify main currents of scholarship and claims in a variety of secondary sources in this emerging field and triangulate these claims in relation to other sources and readings
  • Understand higher concepts that underpin the relationship between literature and media and demonstrate that understanding in written assessment
  • Create, prepare and deliver an academic lecture on a chosen topic from the paper
Textbooks
*Titles subject to change

Print narratives:
  • James Joyce, "Penelope" (excerpt)
  • Lidia Yuknavitch, "Male Lead"
  • Virginia Woolf, Mrs Dalloway [required for purchase]
  • Lance Olsen, Nietzsche's Kisses [required for purchase]
  • Patrick White, The Solid Mandala [required for purchase]
  • Nicholson Baker, Mezzanine [required for purchase]
Digital narratives (available online):To be confirmed

Videogame titles (available on PS3 for use in Central Library):To be confirmed
Teaching staff
Dr David Ciccoricco
Contact
dave.ciccoricco@otago.ac.nz
Paper Structure
There is one 2-hour seminar per week.

^ Top of page

Timetable

Not offered in 2017

Location
Dunedin
Teaching method
This paper is taught On Campus
Learning management system
Blackboard

ENGL 467 Storyworlds and Cognition applies advanced narrative theory to a range of fictional storyworlds across media, including texts in print (novels and short fiction) and in digital environments (digital fiction and video games). More specifically, it combines cognitive-based narrative theory and literary theory in order to identify the affordances and limitations of different modes and media, with particular focus on the representation of fictional minds.
We will consider the unique power of novels and textual discourse to tell of the cognitive functioning of others and the way in which this medium exploits a diverse range of techniques used to portray perspective and perception as well as describe dispositions, intentions, and emotions of characters.
Furthermore, we will consider how the participatory nature of digital fictions and the agency required in gameworlds requires a recalibration of more conventional notions of immersion in fictional worlds and identification with the characters that inhabit them.
In recognising the ways in which narratives across media represent consciousness and cognition, we aim to determine what such texts can tell us about the minds of actual readers, viewers, and players in turn.

Paper title Special Topic: Storyworlds and Cognition
Paper code ENGL467
Subject English
EFTS 0.1667
Points 20 points
Teaching period Full Year
Domestic Tuition Fees Tuition Fees for 2018 have not yet been set
International Tuition Fees Tuition Fees for international students are elsewhere on this website.

^ Top of page

Prerequisite
72 points from ENGL 311-368, EURO 302
Contact
dave.ciccoricco@otago.ac.nz
Teaching staff
Dr David Ciccoricco
Paper Structure
There is one 2-hour seminar per week.
Textbooks
*Titles subject to change

Print narratives:
  • James Joyce, "Penelope" (excerpt)
  • Lidia Yuknavitch, "Male Lead"
  • Virginia Woolf, Mrs Dalloway [required for purchase]
  • Lance Olsen, Nietzsche's Kisses [required for purchase]
  • Patrick White, The Solid Mandala [required for purchase]
  • Nicholson Baker, Mezzanine [required for purchase]
Digital narratives (available online):To be confirmed

Videogame titles (available on PS3 for use in Central Library): To be confirmed.
Graduate Attributes Emphasised
Interdisciplinary perspective, Lifelong learning, Scholarship, Communication, Critical thinking, Cultural understanding, Ethics, Information literacy, Research.
View more information about Otago's graduate attributes.
Learning Outcomes
Students who successfully complete the paper will be able to:
  • Gain an understanding of narrative as a "cultural form" across media
  • Gain a familiarity with the working concepts and vocabulary of the field of narrative theory and "cognitive narratology" and apply that theoretical and conceptual knowledge to specific narrative texts in the form of an extended analytical essay
  • Identify moments of convergence and divergence between what structures the experience of narratives in print (such as novels) on the one hand and those of digital fictions and gameworlds on the other
  • Recognise the ways in which narratives across media both represent cognition (of fictional characters) and tell us something about the minds of actual readers, viewers, and players
  • Acquire the technical and critical skills necessary to utilise blogs as a working repository of scholarly ideas and a participatory text open to peer critique
  • Identify main currents of scholarship and claims in a variety of secondary sources in this emerging field and triangulate these claims in relation to other sources and readings
  • Understand higher concepts that underpin the relationship between literature and media and demonstrate that understanding in written assessment
  • Create, prepare and deliver an academic lecture on a chosen topic from the paper

^ Top of page

Timetable

Full Year

Location
Dunedin
Teaching method
This paper is taught On Campus
Learning management system
Blackboard

Lecture

Stream Days Times Weeks
Attend
L1 Friday 14:00-15:50 9-12, 15-22, 28-34, 40