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'''Storytelling''' is the social and cultural activity of sharing stories, sometimes with improvisation, [[theater|theatrics]] or embellishment. Every culture has its own stories or narratives which are shared as a means of [[entertainment]], education, cultural preservation or instilling [[moral]] values.<ref>{{Cite web|url=http://www.beyondintractability.org/essay/narratives|title=Narratives and Story-Telling {{!}} Beyond Intractability|website=www.beyondintractability.org}}</ref> Crucial elements of stories and storytelling include a narrative  plot, characters and narrative point of view.  
'''Storytelling''' is the social and cultural activity of sharing stories, sometimes with improvisation, [[theater|theatrics]] or embellishment. Every culture has its own stories or narratives which are shared as a means of [[entertainment]], education, cultural preservation or instilling [[moral]] values.<ref>{{Cite web|url=http://www.beyondintractability.org/essay/narratives|title=Narratives and Story-Telling {{!}} Beyond Intractability|website=www.beyondintractability.org}}</ref> Crucial elements of stories and storytelling include a narrative  plot, characters and narrative point of view.  
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== External links ==
== External links ==
 
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Latest revision as of 20:02, 25 March 2024


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Wikipedia article index

Storytelling is the social and cultural activity of sharing stories, sometimes with improvisation, theatrics or embellishment. Every culture has its own stories or narratives which are shared as a means of entertainment, education, cultural preservation or instilling moral values.[1] Crucial elements of stories and storytelling include a narrative plot, characters and narrative point of view.

The term "storytelling" can refer specifically to oral storytelling but also broadly to techniques used in other media to unfold or disclose the narrative of a story.

Historical perspective

Storytelling, intertwined with the development of mythologies, predates writing. The earliest forms of storytelling were usually oral, combined with gestures and expressions. Some archaeologists believe that rock art, in addition to a role in religious rituals, may have served as a form of storytelling for many ancient cultures. The Australian aboriginal people painted symbols that also appear in stories on cave walls as a means of helping the storyteller remember the story. The story was then told using a combination of oral narrative, music, rock art and dance, which bring understanding and meaning to human existence through the remembrance and enactment of stories. People have used the carved trunks of living trees and ephemeral media (such as sand and leaves) to record folktales in pictures or with writing. Complex forms of tattooing may also represent stories, with information about genealogy, affiliation and social status.

Folktales often share common motifs and themes, suggesting possible basic psychological similarities across various human cultures. Other stories, notably fairy tales, appear to have spread from place to place, implying memetic appeal and popularity.

Groups of originally oral tales can coalesce over time into story cycles (like the Arabian Nights), cluster around mythic heroes (like King Arthur), and develop into the narratives of the deeds of the gods and saints of various religions. The results can be episodic (like the stories about Anansi), epic (as with Homeric tales), inspirational (note the tradition of vitae) and/or instructive (as in many Buddhist or Christian scriptures).

With the advent of writing and the use of stable, portable media, storytellers recorded, transcribed and continued to share stories over wide regions of the world. Stories have been carved, scratched, painted, printed or inked onto wood or bamboo, ivory and other bones, pottery, clay tablets, stone, palm-leaf books, skins (parchment), bark cloth, paper, silk, canvas and other textiles, recorded on film and stored electronically in digital form. Oral stories continue to be created, improvisationally by impromptu and professional storytellers, as well as committed to memory and passed from generation to generation, despite the increasing popularity of written and televised media in much of the world.

Contemporary storytelling

Modern storytelling has a broad purview. In addition to its traditional forms (fairytales, folktales, mythology, legends, fables etc.), it has extended itself to representing history, personal narrative, political commentary and evolving cultural norms. Contemporary storytelling is also widely used to address educational objectives. New forms of media are creating new ways for people to record, express and consume stories. Tools for asynchronous group communication can provide an environment for individuals to reframe or recast individual stories into group stories. Games and other digital platforms, such as those used in interactive fiction or interactive storytelling, may be used to position the user as a character within a bigger world. Documentaries, including interactive web documentaries, employ storytelling narrative techniques to communicate information about their topic. Self-revelatory stories, created for their cathartic and therapeutic effect, are growing in their use and application, as in Psychodrama, Drama Therapy and Playback Theatre. Storytelling is also used as a means by which to precipitate psychological and social change in the practice of transformative arts.

Some people also make a case for different narrative forms being classified as storytelling in the contemporary world. For example, digital storytelling, online and dice-and-paper-based role-playing games. In traditional role-playing games, storytelling is done by the person who controls the environment and the non-playing fictional characters, and moves the story elements along for the players as they interact with the storyteller. The game is advanced by mainly verbal interactions, with dice roll determining random events in the fictional universe, where the players interact with each other and the storyteller. This type of game has many genres, such as sci-fi and fantasy, as well as alternate-reality worlds based on the current reality, but with different setting and beings such as werewolves, aliens, daemons, or hidden societies. These oral-based role-playing games were very popular in the 1990s among circles of youth in many countries before computer and console-based online MMORPG's took their place. Despite the prevalence of computer-based MMORPGs, the dice-and-paper RPG still has a dedicated following.

Oral traditions

Oral traditions of storytelling are found in several civilizations; they predate the printed and online press. Storytelling was used to explain natural phenomena, bards told stories of creation and developed a pantheon of gods and myths. Oral stories passed from one generation to the next and storytellers were regarded as healers, leaders, spiritual guides, teachers, cultural secrets keepers and entertainers. Oral storytelling came in various forms including songs, poetry, chants and dance.

Albert Bates Lord examined oral narratives from field transcripts of Yugoslav oral bards collected by Milman Parry in the 1930s, and the texts of epics such as the Odyssey. Lord found that a large part of the stories consisted of text which was improvised during the telling process.

Lord identified two types of story vocabulary. The first he called "formulas": "Rosy-fingered Dawn", "the wine-dark sea" and other specific set phrases had long been known of in Homer and other oral epics. Lord, however, discovered that across many story traditions, fully 90% of an oral epic is assembled from lines which are repeated verbatim or which use one-for-one word substitutions. In other words, oral stories are built out of set phrases which have been stockpiled from a lifetime of hearing and telling stories.

The other type of story vocabulary is theme, a set sequence of story actions that structure a tale. Just as the teller of tales proceeds line-by-line using formulas, so he proceeds from event-to-event using themes. One near-universal theme is repetition, as evidenced in Western folklore with the "rule of three": Three brothers set out, three attempts are made, three riddles are asked. A theme can be as simple as a specific set sequence describing the arming of a hero, starting with shirt and trousers and ending with headdress and weapons. A theme can be large enough to be a plot component. For example: a hero proposes a journey to a dangerous place / he disguises himself / his disguise fools everybody / except for a common person of little account (a crone, a tavern maid or a woodcutter) / who immediately recognizes him / the commoner becomes the hero's ally, showing unexpected resources of skill or initiative. A theme does not belong to a specific story, but may be found with minor variation in many different stories.

The story was described by Reynolds Price, when he wrote:

A need to tell and hear stories is essential to the species Homo sapiens – second in necessity apparently after nourishment and before love and shelter. Millions survive without love or home, almost none in silence; the opposite of silence leads quickly to narrative, and the sound of story is the dominant sound of our lives, from the small accounts of our day's events to the vast incommunicable constructs of psychopaths.

In contemporary life, people will seek to fill "story vacuums" with oral and written stories. "In the absence of a narrative, especially in an ambiguous and/or urgent situation, people will seek out and consume plausible stories like water in the desert. It is our innate nature to connect the dots. Once an explanatory narrative is adopted, it's extremely hard to undo," whether or not it is true.

Märchen and Sagen

Illustration from Silesian Folk Tales (The Book of Rubezahl) Folklorists sometimes divide oral tales into two main groups: Märchen and Sagen. These are German terms for which there are no exact English equivalents, however we have approximations:

Märchen, loosely translated as "fairy tale(s)" or little stories, take place in a kind of separate "once-upon-a-time" world of nowhere-in-particular, at an indeterminate time in the past. They are clearly not intended to be understood as true. The stories are full of clearly defined incidents, and peopled by rather flat characters with little or no interior life. When the supernatural occurs, it is presented matter-of-factly, without surprise. Indeed, there is very little effect, generally; bloodcurdling events may take place, but with little call for emotional response from the listener.

Sagen, translated as "legends", are supposed to have actually happened, very often at a particular time and place, and they draw much of their power from this fact. When the supernatural intrudes (as it often does), it does so in an emotionally fraught manner. 'Ghost and Lovers' Leap' stories belong in this category, as do many UFO stories and stories of supernatural beings and events.

Another important examination of orality in human life is Walter J. Ong's Orality and Literacy: The Technologizing of the Word (1982). Ong studies the distinguishing characteristics of oral traditions, how oral and written cultures interact and condition one another, and how they ultimately influence human epistemology.

References

  1. Narratives and Story-Telling | Beyond Intractability, http://www.beyondintractability.org/essay/narratives

External links

More information is available at [ Wikipedia:Storytelling ]
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