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parodic metafiction: an approach to self-reflexive fiction in two
parodic metafiction: an approach to self-reflexive fiction in two

- Goldsmiths Research Online
- Goldsmiths Research Online

... present into residual, dominant and emergent cultures (Williams 1980: 31-49), this trope tends to utilise archaic forms that are, as it were, already incorporated within the dominant culture.1 The second category is also of less interest to Williams amounting, as it does, to the positing of a trans ...
Flash Fiction - Ms. Aguirre`s English Class
Flash Fiction - Ms. Aguirre`s English Class

... • If you spend two years of your life writing the Great American Novel that stinks, well, you wasted two years of your life. • Flash fiction is low-risk. If you write a terrible flash fiction story, you might have invested a few hours in it. You can move on to the next story and try again. • It does ...
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Figurative Language and Sound Devices Hyperbole: An

... ---------------------------------------------------------------------------------------------------------------------------------------------------------Fiction - The genre of Fiction can be defined as narrative literary works whose content is produced by the imagination and is not necessarily based ...
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Poe Stations Answer Key Date:

... A written work that tells a story through action and speech and is meant to be acted on a stage. This genre could be fiction or nonfiction. ...
Interactive Wheelchair Access Maps - A Prototype
Interactive Wheelchair Access Maps - A Prototype

... • Map – 11x17 size open or folded • Map – interactive on the web w/printout ...
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Tuesdays with Morrie - DuBois Area School District

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File

... Myths: Different cultures have their own myths. The main characters in myths are usually gods, supernatural heroes and humans. Usually tries to explain a natural occurrence or the creation of something ...
1

Interactive fiction

Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be ""text-only"". Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is text. Some users of the term distinguish between ""interactive fiction"" that focuses on narrative and ""text adventures"" that focus on puzzles. Meanwhile, more expansive definitions of ""interactive fiction"" may include all adventure games, including wholly graphical adventures such as Myst.As a commercial product, interactive fiction reached its peak in popularity from 1979 to 1986, as a dominant software product marketed for home computers. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This meant that interactive fiction games were easily ported across all the popular platforms, including CP/M (not known for gaming or strong graphics capabilities). Today, a steady stream of new works is produced by an online interactive fiction community, using freely available development systems.The term can also be used to refer to literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story. The most famous example of this form of interactive fiction is the Choose Your Own Adventure book series, and the collaborative ""addventure"" format has also been described as a form of interactive fiction.Interactive fiction is sometimes used as a synonym for visual novel, a popular style of entertainment software in Japan.
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