Text-World Theory
0.
I've mentioned this before: I'm not a programmer.
My background is in literature and linguistics; mostly Cognitive Linguistics: the study of language as a cognitive phenomenon.
1.
There's a particular framework I find fascinating: Text-World Theory.
The premise is that humans process discourse (i.e., text & context) by creating rich mental models in their minds. These mental representations are termed text-words because they are structurally similar to spatial mental models.
Texts contain the stimuli that elicit text-worlds in the receiver's mind. In TWT, these can be world-builders (objects, enactors, and location/time markers); and function-advancing propositions (descriptions and events).
2.
Fiction is weird.
West of house
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
The above is just a text. Whatever you see in your mind, that's a text-world. How many storeys does the house have? Mine (the one I see) has two. Yours might, or might not. Yet we can both envision the same scene, play the same game.
I find three things compelling about this:
- we will inevitably fill in the blanks when we conceptualise a situation;
- building somewhat different mental representations does not impede shared experiences;
- when it comes to world-building, a little goes a long way.
3.
This is an essential text-world diagram template:
| TEXT WORLD |
|---|
| Wordlbuilding elements: - time and space markers - objects and enactors |
| Function-advancing propositions: - actions and events - descriptions |
And that's the origin of my ROOM structure.
- A room is a string of text.
- A room is a recipe.
- A room contains the ingredients to build a text-world.