Article Details : |
| | Article Name : | | Literary Virtual Games: Magical Portals within
Fiction | Author Name : | | AMRUTA MARPAKWAR
| Publisher : | | Bridge Center | Article URL : | | | Abstract : | | The book has always been seen as a portal to a different world,
a fictional world which entertains and teaches. Readers have forever
wished to be a part of their favourite books and have wished to
converse with their favourite characters. These desires have led to a
genre of fiction which not only talks about books but portrays texts that
are alive, texts which the reader can enter and even change. This paper
looks at three such texts, Inkheart (2003), The Eyre Affair (2001) and
Sophie’s World (1991), to see how these texts within texts work. In the
process we hope to find answers to questions like: what kind of power
do these readers have so as to enter a literary text; do these texts have
specific rules concerning time and space; and how do these texts depict
conflict between authors and readers? The paper will also examine how
this genre portrays the convergence of fiction and games as these texts
reflect a literary virtual game. | Keywords : | | literary virtual games, Inkheart (2003), The Eyre Affair
(2001), Sophie’s World (1991) |
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