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dc.contributor.authorJeziorska-Haładyj, Joanna
dc.contributor.authorRembowska-Płuciennik, Magdalena
dc.contributor.editorRembowska-Płuciennik, Magdalena
dc.contributor.editorJeziorska-Haładyj, Joanna
dc.date.accessioned2023-04-05T10:20:18Z
dc.date.available2023-04-05T10:20:18Z
dc.date.issued2022
dc.identifier.issn0084-4446
dc.identifier.urihttp://hdl.handle.net/11089/46625
dc.description.abstractThe editorial introduction shows the richness of traditional literary genres (fictional and non-fictional), new cultural practices (digital literature, games, and playable media) in which second-person address may be encountered. The presence of a direct address to “you” (individual or collective) is also a distinct marker of contemporary marketing, advertising, and social media communication. There is a number of transitional forms in-between print and digital literature and games, in which the presence of the second-person pronoun is one of the main features of poetics. These include narrative role-playing games (RPGs), game books, interactive text games, and paragraph games/books. Complementing the existing gap in Polish interdisciplinary research, the editors discuss both the historical forms of second-person narrative and its potential to cross the boundaries between various media. Additionally, the article reconstructs the fuzzy status of you-narrative in 20th-century narrative theory, since the semantic ambiguities of the multifaceted “you” address resulted in multiple theoretical attempts at defying and analyzing the second-person storytelling. We summarize the main threads of the heated debate on the semantics, poetics, and pragmatics of second-person narrative that took place at the turn of the 20th and 21st centuries. The editorial discusses the reasons why narrative theory gradually recognized the typological equivalence of second-person storytelling to the third- and first-person narrative mode. Another recurring problem in research on second person is its impact on reader’s immersion and identification processes. Moreover, we indicate the new cultural context (the digital revolution) as an important factor in the current dissemination and popularization of second-person narratives.pl_PL
dc.language.isoenpl_PL
dc.publisherŁódzkie Towarzystwo Naukowe; Wydawnictwo Uniwersytetu Łódzkiegopl_PL
dc.relation.ispartofseriesZagadnienia Rodzajów Literackich;4
dc.rightsUznanie autorstwa 4.0 Międzynarodowe*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectsecond-person narrativepl_PL
dc.subject“you” addresspl_PL
dc.subjectnarrative theorypl_PL
dc.subjectgame studiespl_PL
dc.titleSecond Person in Different Genres and Cultural Practicespl_PL
dc.typeArticlepl_PL
dc.page.number7-16pl_PL
dc.contributor.authorAffiliationUniwersytet Warszawski, Wydział Polonistyki, Instytut Literatury Polskiej, Zakład Poetyki, Teorii Literatury i Metodologii Badań Literackichpl_PL
dc.contributor.authorAffiliationPolska Akademia Nauk, Instytut Badań Literackich, Pracownia Poetyki Historycznejpl_PL
dc.identifier.eissn2451-0335
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dc.identifier.doi10.26485/ZRL/2022/65.4/1
dc.relation.volume65pl_PL
dc.disciplineliteraturoznawstwopl_PL


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