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Nonlinear narrative, disjointed narrative, or disrupted narrative is a narrative technique where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line.
An example of a non-linear reading path might be a text that has images alongside it. Kress argues that this different mode yields a different affordance; the visual image allows for open interpretation. A concrete example on paper might be a diagram such as a flow chart or graphic organizers. In such multi-modal texts, the reading path is much ...
The English Patient: Anthony Minghella ... Linear writing for non-linear films at ... Text is available under the Creative Commons Attribution-ShareAlike 4.0 ...
Hypertext fiction is a genre of electronic literature characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories.
This is a dynamic list and may never be able to satisfy particular standards for completeness. You can help by adding missing items with reliable sources. Nonlinear narrative is a storytelling technique in which the events are depicted, for example, out of chronological order, or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as ...
This page was last edited on 6 December 2021, at 17:28 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.
A game level or world can be linear, nonlinear or interactive. In a linear game, there is only one path that the player must take through the level, but in games with nonlinear gameplay, players might have to revisit locations or choose from multiple paths to finish the level. As with other game elements, linear level design is not absolute.
Writing systems are used to record human language, and may be classified according to certain common features.. The usual name of the script is given first; the name of the languages in which the script is written follows (in brackets), particularly in the case where the language name differs from the script name.