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Name Definition Example Setting as a form of symbolism or allegory: The setting is both the time and geographic location within a narrative or within a work of fiction; sometimes, storytellers use the setting as a way to represent deeper ideas, reflect characters' emotions, or encourage the audience to make certain connections that add complexity to how the story may be interpreted.
Authors writing their texts consider not only a word's denotation but also its connotation. For example, a person may be described as stubborn or tenacious, both of which have the same basic meaning but are opposite in terms of their emotional background (the first is an insult, while the second is a compliment).
Also apophthegm. A terse, pithy saying, akin to a proverb, maxim, or aphorism. aposiopesis A rhetorical device in which speech is broken off abruptly and the sentence is left unfinished. apostrophe A figure of speech in which a speaker breaks off from addressing the audience (e.g., in a play) and directs speech to a third party such as an opposing litigant or some other individual, sometimes ...
The word incluing is attributed to fantasy and science fiction author Jo Walton. [6] She defined it as "the process of scattering information seamlessly through the text, as opposed to stopping the story to impart the information." [7] "Information dump" (or info-dump) is the term given for overt exposition, which writers want to avoid.
One contemporary example of metafiction in a video game is Undertale, a 2015 role-playing game created by Toby Fox and Temmie Chang. Undertale has many examples of metafiction, with the largest overall example being how the game uses one of its characters, "Flowey the Flower", to predict how the player will view and interact with the game ...
The word derives from the Latin verb narrare ("to tell"), which is derived from the adjective gnarus ("knowing or skilled"). [6] [7] The formal and literary process of constructing a narrative—narration—is one of the four traditional rhetorical modes of discourse, along with argumentation, description, and exposition.
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Iser describes the reader's maneuvers in the negotiation of a text in the following way: "We look forward, we look back, we decide, we change our decisions, we form expectations, we are shocked by their nonfulfillment, we question, we muse, we accept, we reject; this is the dynamic process of recreation." [19]