ABSTRACT

The previous chapters largely focused on recurrent themes in Young SF, exploring how texts represent technology and young people’s use of it. This chapter, however, will discuss the infl uence of modern technology, especially digital media, on the narrative structure of Young SF. The fi rst part of the chapter focuses on the issue of remediation through attempting to defi ne the unique characteristics of digital media and employing these characteristics as a framework to explore the impact of new digital narrative structures on SF novels for young people. There are already a large number of studies dealing with narratology in relation to computer games (for example Sainsbury, 2000; Atkins, 2003; and Perlin, 2004; discussed later) however, the chief interest of this chapter is the way old media remediate new media, specifi cally books changing as a consequence of the encounter with computer games and other digital formats-a process that has yet to be given in-depth scrutiny. Therefore, this chapter does not analyse computer games but limits the analysis to printed books, focusing on two SF novels for young people: E.M. Goldman’s The Night Room (1995) and Lesley Howarth’s Ultraviolet (2001). The second part of this chapter is dedicated to the representation and use of technology in the construction of language and narration in M.T. Anderson’s novel Feed (2003).