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체스에서 하이퍼텍스트까지: 『거울나라의 앨리스』 안팎의 게임

From Chess to Hypertext: Games of Through the Looking-Glass and What Alice Found There

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Lewis Carroll’s Through the Looking-Glass and What Alice Found There (1871), the sequel to Alice’s Adventures in Wonderland (1865), is a pleasurable game-like text where players―from readers, through scholars, to artists―have tried to pursue their own results or answers. First, based on the chess-board world and juxtaposing characters with chess pieces, the narrative skillfully moves according to chess rules, but in erratic ways. Moreover, readers can participate in the witty language games such as puns, riddles, an acrostic poem, etc., and encounter not only the textual pleasure but also philosophical questions, for instance “which dreamed it?”. With the possibility of unlimited open answers and intertextual interpretations to the reversed looking-glass world, this interactive text can even be called a proto-hypertext. It has engaged numerous readers to play within the text and inspired them to produce their own outcomes, including animations, movies, performances, PC games, and even programming environments. Challenging the textual games in Looking-Glass and creating their own stories, players will never stop enjoying their playful games with Alice.

Abstract

Lewis Carroll’s Through the Looking-Glass and What Alice Found There (1871), the sequel to Alice’s Adventures in Wonderland (1865), is a pleasurable game-like text where players―from readers, through scholars, to artists―have tried to pursue their own results or answers. First, based on the chess-board world and juxtaposing characters with chess pieces, the narrative skillfully moves according to chess rules, but in erratic ways. Moreover, readers can participate in the witty language games such as puns, riddles, an acrostic poem, etc., and encounter not only the textual pleasure but also philosophical questions, for instance “which dreamed it?”. With the possibility of unlimited open answers and intertextual interpretations to the reversed looking-glass world, this interactive text can even be called a proto-hypertext. It has engaged numerous readers to play within the text and inspired them to produce their own outcomes, including animations, movies, performances, PC games, and even programming environments. Challenging the textual games in Looking-Glass and creating their own stories, players will never stop enjoying their playful games with Alice.

참고문헌 (21)

  1. Beckman, Frida, "Becoming Pawn: Alice, Arendt and the New in Narrative", Journal of Narrative Theory, 44, pp.1~28 (2014)
  2. Beer, Gillian, "Alice in Space: The Sideways Victorian World of Lewis Carroll" (2016), U of Chicago P
  3. Blake, Kathleen, "Play, Games, and Sport : The Literary Works of Lewis Carroll" (1974), Cornell UP
  4. Carroll, Lewis, "The Annotated Alice: the Definitive Edition" (2000), Norton
  5. Carroll, Lewis, "Alice’s Adventures in Wonderland", pp.3~128 (1865)
  6. Carroll, Lewis, "Through the Looking-Glass and What Alice Found There", pp.129~274 (1871)
  7. Cixous, Hélène, "Introduction to Lewis Carroll’s Through the Looking-Glass and The Hunting of the Snark", New Literary History, 13(2), pp.231~251 (1982)
  8. Cohen, Morton N., "Lewis Carroll: A Biography" (1995), Papermac
  9. Lipking, Lawrence, "Chess Minds and Critical Moves", New Literary History, 34, pp.155~180 (2003)
  10. Little, Judith, "Liberated Alice: Dodgson’s Female Hero as Domestic Rebel", Women’s Studies, 3(2), pp.195~205 (1976)
  11. Martin, Cathlena, "Beyond Adaptation: Essays on Radical Transformations of Original Works", pp.133~143 (2010), McFarland
  12. Pérez-Latorre, Óliver, "From Chess to StarCraft: A Comparative Analysis of Traditional Games and Videogames", Comunicar, 38(19), pp.121~128 (2012)
  13. Susina, Jan, "The Place of Lewis Carroll in Children’s Literature" (2010), Routledge

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