VISUAL NOVEL AS A FORM OF INTERACTIVE ELECTRONIC PUBLICATION: FEATURES OF EDITORIAL PREPARATION

UDC 004.9:655

 

Kovalevskaya Natal’ya Ivanovna − Senior Lecturer, the Department of Editing and Publishing Technology. Belarusian State Technological University (13a, Sverdlova str., 220006, Minsk, Republic of Belarus). E-mail: naivsnaivs@gmail.com

Shishkina Nadezhda Igorevna ‒ PhD (Philology), Associate Professor, Head of the Department of Editing and Publishing Technology. Belarusian State Technological University (13a, Sverdlova str., 220006, Minsk, Republic of Belarus). E-mail: shishkina-@mail.ru

DOI: https://doi.org/10.52065/2520-6729-2024-279-5.

 

Key words: game book, visual novel, multimedia publication, special effects, interactivity, visual culture.

For citation: Kovalevskaya N. I., Shishkina N. I. Visual novel as a form of interactive electronic publication: features of editorial preparation. Proceedings of BSTU, issue 4, Print- and Mediatechnologies, 2024, no. 1 (279), pp. 37–44 (In Russian). DOI: 10.52065/2520-6729-2024-279-5.

 

Abstract

A modern book is in constant competition for the reader’s attention with a computer and various mobile devices. It is part of a convergent culture, the main feature of which is the technological modification of traditional narrative systems. Visual novels fit into this general transformational process where literature becomes interactive. The article considers a visual novel as a gamebook format. The phenomenon of the visual novel is analyzed from the perspective of electronic publication. Particular attention is paid to determining the place of this format in the media environment, and a distinction is made between different types of projects based on the degree of interactivity. Classifications are proposed and a definition of a visual novel as a type of interactive electronic publications is given. The process of creating a visual novel is examined from an editorial point of view. The article highlights genre features, identifies structural components, and also examines the features of editorial preparation of a visual novel. The problem of the influence of the media space on the reader’s choice requires a comprehensive analysis of the processes that arise in connection with a radical change in the media priorities of society.

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06.02.2024