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Table des matières
PART 1: The realist tradition:realist ideas. Realist worlds - their shape and substance. Realist words - their aims and strategies; the case against realism.
PART 2: Shapes - fiction-games people play:
New-world games - gaming with worlds.
"Metaphysical" systems. "Historical" systems. "Anthropological" systems. "Natural-history" systems.
"Epistemological" systems. "Ontological" systems. "Linguistic" systems.
Anti-world games - gaming with words. Narrative range. Narrative specification. Narrative units. Narrative lines. "Positive" strategies. "Negative" strategies. "Ambiguative" strategies. Narrative arrangement. Locutionary programmes. Non-locutionary programmes.
PART 3: Ideas - why play games?: neocosmic thinking: the idea of the uncustomary. The combinative function. The play function. The conditioning function. The prospective function. The instructive function. The commutative function. Anticosmic thinking. The ideas of referentiality and systematicity. The propositional intention. The tautologic intention. The representational intention. The thetic intention. The idea of indeterminacy. The idea of problematization. A midcourse view.
PART 4: Substance - game pieces and moves: anti-realist themes and motifs - definition and relation. Knowing. Uncertainty. Anti-realist themes and motifs - causation; efficacy; inefficacy.
PART 5: Shape versus substance - what are the stakes?: Referential anti-realism. "Non-referential" anti-realism. The idea of pure narration. The idea of pure form.
Résumé
How do students make sense of the mass of postmodern literature? This acclaimed volume analyses the common themes and strategies of postmodern fiction, providing a framework in which it can be properly addressed and understood.