Academic literature on the topic 'Puzzles – Fiction'

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Journal articles on the topic "Puzzles – Fiction"

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Engisch, Patrik. "Patchwork Puzzles and the Nature of Fiction." Estetika: The European Journal of Aesthetics 56, no. 1 (2019): 28. http://dx.doi.org/10.33134/eeja.182.

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Bissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.

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Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts
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Stowe, Simon. "Who Betrays Elizabeth Bennet?: Further Puzzles in Classic Fiction (review)." Philosophy and Literature 24, no. 2 (2000): 480–82. http://dx.doi.org/10.1353/phl.2000.0047.

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Leitch, Thomas. "The Many Pasts of Detective Fiction." Crime Fiction Studies 1, no. 2 (2020): 157–72. http://dx.doi.org/10.3366/cfs.2020.0018.

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Building on Tzvetan Todorov's observation that the detective novel ‘contains not one but two stories: the story of the crime and the story of the investigation’, this essay argues that detective novels display a remarkably wide range of attitudes toward the several pasts they represent: the pasts of the crime, the community, the criminal, the detective, and public history. It traces a series of defining shifts in these attitudes through the evolution of five distinct subgenres of detective fiction: exploits of a Great Detective like Sherlock Holmes, Golden Age whodunits that pose as intellectu
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Solanich Sanglas, Irene. "Interactive and transmedia narratives in crime fiction for teaching literature." Obra digital, no. 25 (June 28, 2024): 41–53. http://dx.doi.org/10.25029/od.2024.406.25.

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The plots of soft-boiled novels usually offer a game of riddles and puzzles that challenge the reader. That is why it has been easier for structures to be adapted to new dimensions. Through interactive literature and transmedia narrative, the aim is to explore how this genre has been transferred to other works in different formats. The study will address some concrete examples to finally show the design of an interactive and transmedia product with the purpose of teaching literature to high school students. The research does not aim to show a learning process but the design and development of
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Foakes, R. A. "Can Jane Eyre Be Happy? More Puzzles in Classic Fiction John Sutherland." Nineteenth-Century Literature 53, no. 2 (1998): 245–48. http://dx.doi.org/10.2307/2902985.

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Foakes, R. A. ": Can Jane Eyre Be Happy? More Puzzles in Classic Fiction . John Sutherland." Nineteenth-Century Literature 53, no. 2 (1998): 245–48. http://dx.doi.org/10.1525/ncl.1998.53.2.01p0020e.

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Willemsen, Steven. "Kept in the Loop: Narrative Play and Epistemic Emotions." Poetics Today 46, no. 1 (2025): 29–52. https://doi.org/10.1215/03335372-11557561.

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Abstract Narrative time loops can challenge key dimensions of story comprehension, including causality, chronology, agency, and continuity. But how can such temporally puzzling experiences contribute to narrative engagement? This essay argues that many contemporary loop narratives in fiction film and television seek a distinct kind of audience engagement, one that can be characterized as narrative play, a ludic invitation to actively engage with and decode the chrono-logic underlying these stories. To explore this ludic engagement, this essay investigates the role of viewers’ epistemic emotion
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Kim, Hee-sun. "Reinterpretations of James Hogg: His Bloody Project and The Testament of Gideon Mack." Convergence English Language & Literature Association 7, no. 3 (2022): 119–39. http://dx.doi.org/10.55986/cell.2022.7.3.119.

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James Hogg's The Private Memoirs and Confessions of a Justified Sinner(1824) is often mentioned as an ambiguous work that deals with religious mania and split personality. Also, his story becomes more like open puzzles in crime fiction through gothic and metafictional techniques. Beneath his complicated contents and forms, however, we need to find Hogg's political and cultural intentions. From a long time ago, Scottish mysticism has been suppressed by the government and authentic religion. His intentional use of antinomianism is a pretext to address the independent and undaunted spirit of Scot
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Konstantakos, Ioannis M. "Board Games in Ancient Fiction: Egypt, Iran, Greece." Board Game Studies Journal 16, no. 1 (2022): 449–90. http://dx.doi.org/10.2478/bgs-2022-0016.

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Abstract Board games are often used as a plot motif in modern genre fiction, especially in detective and adventure stories. In these types of narrative, a well-known pattern of storytelling or literary structure (e.g., the treasure hunt, the detection of serial crimes, the iniatory course, or the medieval tale collection) is reworked and adapted to the rules and phases of a board game such as chess, jeu de l’oie, or the tarot card pack. This literary practice is very ancient and may be traced back to a number of novelistic compositions of the ancient Near East, dating from the 1st millennium B
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Dissertations / Theses on the topic "Puzzles – Fiction"

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Malatji, Permission Agosi. "Examining a comparative depiction of crime in Smith and Nesbo's selected novels : an afro-western perspective." Thesis, University of Limpopo, 2019. http://hdl.handle.net/10386/3192.

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Thesis (M. A.(English Studies)) --University of Limpopo, 2019<br>This study explores a literary comparative examination of crime between Africa and Scandinavia, with special attention to Botswana and Norway. Smith’s and Nesbo’s selected novels are used as primary texts for analysis. The novels are, therefore, set in two different areas. These writers depict crime from the African and European perspectives. Chapter One deals with a brief introduction, and the aim and objectives of the study. It also expands on the theoretical background and provides definitions of terms that are used in this
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Murillo, Chávez Javier André. "The incomplete puzzle. The missing rule and ruling about the protection by copyright of characters and objects of the work." Pontificia Universidad Católica del Perú, 2015. http://repositorio.pucp.edu.pe/index/handle/123456789/115696.

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This article analyzes the missing rule and ruling about the protection of characters and fictional objects which are part of works covered by copyright. The author systematizes the criteria used in the administrative jurisprudence for conflicts between the intellectual property and the industrial property to extract specific rules in cases that involve fictional objects and characters, establishing and proposing criteria to find out the originality of these elements.<br>El presente artículo analiza la omisión normativa y jurisprudencial sobre la protección de los personajes y objetos de ficció
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Merino, Serrat Imma. "Subjectivitat i autorepresentació en el cinema d'Agnès Varda." Doctoral thesis, Universitat Pompeu Fabra, 2013. http://hdl.handle.net/10803/109378.

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Agnès Varda ha deixat empremtes visibles de la seva subjectivitat en una filmografia desenvolupada pràcticament en sis dècades. El propòsit és abordar el conjunt de l’obra cinematogràfica de Varda rastrejant-hi aquestes empremtes subjectives, lligades a una manifestació de l’autoria, a través dels comentaris escrits i dits per la mateixa cineasta inscrits en els films; i també fer atenció a les diverses formes d’autorepresentació en relació amb la projecció de la cineasta en diversos personatges de les seves ficcions i la presència física d’ella mateixa a les imatges. Analitzant aquests elemen
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Ribeiro, Cristina Paião. "Sobre metáfora: da relação entre figura de linguagem e imagem de arquitectura: um estudo das cidades imaginárias Hav e Beszel - Ul Qoma." Master's thesis, 2021. http://hdl.handle.net/1822/76594.

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Dissertação de mestrado integrado em Arquitectura (área de especialização em Cultura Arquitectónica)<br>Os mundos ficcionais são, simultaneamente, complexos, contraditórios, agradáveis e enganosos. Por um lado, assemelham-se com a nossa realidade; por outro, confrontam-na com as nossas fantasias. De facto, o prazer da leitura está relacionado com a possibilidade infinita de explorar espaços. As cidades imaginárias tornam-se então figuras sugestivas, ilusórias e intangíveis, devindo sequências de imagens. Este trabalho analisa o papel da literatura sempre que esta permite analogias entre a
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Books on the topic "Puzzles – Fiction"

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John, Sutherland. The literary detective: 100 puzzles in classic fiction. Oxford University Press, 2000.

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Kim, Blundell, ed. Puzzles to cuddle. Hippo, 1993.

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1968-, Everett Anthony J., and Hofweber Thomas 1969-, eds. Empty names, fiction, and the puzzles of non-existence. CSLI Publications, 2000.

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John, Sutherland. Who betrays Elizabeth Bennet?: Further puzzles in classic fiction. Oxford University Press, 1999.

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Hall, Parnell. $10,000 in small, unmarked puzzles: A puzzle lady mystery. Thorndike Press, 2012.

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Gardner, Martin. Puzzles from other worlds: Fantastical brainteasers from Isaac Asimov's science fiction magazine. Oxford University Press, 1986.

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Tallarico, Tony. Find Freddie & Lisa in the haunted house. Kidsbooks, Inc., 1991.

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Berlin, Eric. The potato chip puzzles. G.P. Putnam's Sons, 2009.

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Donaldson, Julia. One piece missing. [Rigby], 2000.

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ill, Tallarico Tony 1933, ed. The silly schoolhouse. Kidsbooks, 1991.

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Book chapters on the topic "Puzzles – Fiction"

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Nodelman, Perry. "Alternating Narratives as Puzzles." In Alternating Narratives in Fiction for Young Readers. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-50817-7_2.

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MacDonald, Ronald. "Three Exchange Rate Puzzles: Fact or Fiction?" In Exchange Rates and Macroeconomic Dynamics. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582699_2.

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Knight, Stephen. "Forming the Clue-puzzle." In Crime Fiction since 1800. Macmillan Education UK, 2010. http://dx.doi.org/10.1007/978-1-137-02021-5_4.

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Haraldsson, Haraldur Thor Hammer. "Fictive Osteobiographical Narrative – The Missing Puzzle Pieces." In Understanding Disability Throughout History. Routledge, 2021. http://dx.doi.org/10.4324/9781003180180-10.

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Prideaux, Desirée. "Establishing Means." In Sleuthing Miss Marple. Liverpool University Press, 2022. http://dx.doi.org/10.3828/liverpool/9781800854642.003.0003.

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Chapter Two reviews the development of the clue-puzzle and the Detection Club’s playful ‘rules’ for the genre. The crime-writing women of the interwar period and the feminisation of crime fiction that accompanied their dominance in the genre are considered. Discussion then turns to the centrality of death in clue-puzzles. It is argued that irreverent murder mysteries filled a postwar need to consider death on a small, explicable scale, and that they licensed moving beyond sorrow and into laughter at the absurdity of death. Christie’s knowledgeable use of poisons, and audacious flouting of genr
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Walton, Kendall L. "On The (So-Called) Puzzle of Imaginative Resistance." In Marvelous Images. Oxford University PressNew York, NY, 2008. http://dx.doi.org/10.1093/oso/9780195177947.003.0004.

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Abstract In Mimesis as Make-Believe, I happened upon a surprising peculiarity in interpretive practice, a curious reluctance to allow fictional worlds to differ in fundamental moral respects from the real world as we understand it.1 It seemed to me that this might have been what David Hume was getting at in the final five paragraphs of “On the Standard of Taste,” although this attribution now strikes me as highly questionable. Revisiting the topic in a later essay, “Morals in Fiction and Fictional Morality,” I emphasized that there is actually a tangled nest of importantly distinct but easily
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Earman, John. "Time Travel." In Bangs, Crunches, Whimpers, And Shrieks. Oxford University PressNew York, NY, 1995. http://dx.doi.org/10.1093/oso/9780195095913.003.0006.

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Abstract Over the last few years leading physics journals, such as Physical Review, Physical Review Letters, Journal of Mathematical Physics, and Classical and Quantum Gravity, have been publishing articles dealing with time travel and time machines. Why? Have physicists decided to set up in competition with science fiction writers and Hollywood producers? More seriously, does this research cast any light on the sorts of problems and puzzles that have featured in the philosophical literature on time travel?
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Mitchell, Lee Clark. "Less Time in Can’t and Won’t." In More Time. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198839224.003.0004.

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Lydia Davis’s “flash fictions” shift our attention from narrative to verbal craft, evident in her resolute choice of words, syntax, and sentence rhythms. An abbreviated style compels readers to focus on fully stopped moments, an effect that defies narrative progression much as do Joy Williams’s and Alice Munro’s discontinuous stories. Like them as well, the development of a later style is a matter of branching into new directions—in her case, continuing a microscopic fascination with individual words and their resonances, but now shifting toward found objects (Flaubert’s letters), or letters o
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Emmott, Catherine, and Marc Alexander. "Manipulation in Agatha Christie’s detective stories: Rhetorical control and cognitive misdirection in creating and solving crime puzzles." In Stylistic Manipulation of the Reader in Contemporary Fiction. Bloomsbury Academic, 2020. http://dx.doi.org/10.5040/9781350062993.0016.

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Howard, June. "Regionalisms Now." In The Center of the World. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198821397.003.0005.

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The fifth chapter of The Center of the World: Regional Writing and the Puzzles of Place-Time is titled “Regionalisms Now.” It mobilizes the analytic categories developed in previous chapters in an examination of place-focused cultural production in several media. Examples are drawn from television, popular romance and mystery novels, and literary fiction. These works are not treated as embodiments of an ideal genre or lineal descendants of local color; the argument is that the concept of region remains relevant for contemporary culture and that narrations of place continue to project temporali
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Conference papers on the topic "Puzzles – Fiction"

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ZHANG, YA-KUN. "AN ANALYSIS OF THE THEME IN THE KILLERS FROM PERSPECTIVE OF ICEBERG THEORY." In 2021 International Conference on Education, Humanity and Language, Art. Destech Publications, Inc., 2021. http://dx.doi.org/10.12783/dtssehs/ehla2021/35682.

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The Killers was published in 1927 and became one of the classic works of Ernest Hemingway. The whole novel is composed of dialogues and contains profound themes in concise language but contains rich storyline and profound themes. In 1932, Hemingway proposed the famous Iceberg Theory in his documentary work as a metaphor. Then the iceberg theory soon becomes a typical theory with simple art in terms of style which is deleting the dispensable things in the novel. Therefore, the author hopes to use the classic Iceberg Theory, combining with the text, to analyze the two themes in the paper: the vi
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Reports on the topic "Puzzles – Fiction"

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory o
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