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Narrative components illuminate the type of information


that narrative organizes and stores.
Michelle Scalise Sugiyama
University of Oregon, Eugene, OR, USA
Narrative Structure and Function

Synonyms Arguably, the most essential component of narra-


tive is causally and temporally linked actions and
Fiction; Storytelling events (Scalise Sugiyama 2005). In a narrative,
something happens: An event occurs or an action
is performed that precipitates a subsequent series
Definition of events. Events are changes in the state of affairs
(Rumelhart 1975) and can be external (e.g.,
Representational format used to organize, store, changes in the physical environment) or internal
and retrieve episodic information. (e.g., changes in mental state; Mandler and John-
son 1977). Actions are events caused by sentient
beings (e.g., a boy throwing a ball at a window,
Introduction causing it to shatter), as opposed to those caused
by physical forces (e.g., an earthquake shaking a
Narrative is a representational format used to window, causing it to shatter). Because actions are
organize, store, and retrieve episodic information. behavior, and behavior is caused by mental states,
As such, it is distinct from associated phenomena narratives that involve sentient beings typically
such as storytelling and fiction. Narrative includes feature internal as well as external events.
any representation of a series of interrelated Significantly, virtually all narratives involve
events, such as episodic memories, dreams, fanta- sentient beings, or characters (Scalise Sugiyama
sies, plans, gossip and, of course, stories. The 2005). Characters, in turn, are agents – entities
function of narrative can be inferred from its capable of having goals and capable of acting on
structural components, upon which there is wide- those goals. Thus, narrative represents goal-
spread cross-disciplinary consensus: Cognitive directed action: events that agents cause to happen
psychologists and literary scholars alike agree and agents’ reactions to things that happen.
that narrative requires a protagonist, setting, caus- Although dreams and memories may appear to
ally and temporally linked actions and events, and lack this focus on agency, the individual
conflict and resolution. Collectively, these experiencing the dream or memory is always an
# Springer International Publishing AG 2016
T.K. Shackelford, V.A. Weekes-Shackelford (eds.), Encyclopedia of Evolutionary Psychological Science,
DOI 10.1007/978-3-319-16999-6_3316-1
2 Narrative

implied agent, because dreams are actual or imag- is initially prevented from attending the ball by
inary events experienced or observed by ego, and her lack of proper attire and transportation. In
memories are recollections of actual events expe- order to attain her goal, she must solve these
rienced or observed by ego. Overwhelmingly, the problems. Resolution represents the outcome of
agents that populate narrative tend to be human. conflict: It tells us whether or not the solution
Although animal characters are common in myth, deployed by the protagonist solved the problem
folklore, and cartoons, they are almost always and whether or not the protagonist attained
anthropomorphized: They may retain or be his/her goal.
constrained by some of their nonhuman attributes, In short, narrative is organized around the
but they are endowed with a human psyche and actions taken by a focal agent in pursuit of a
human traits (e.g., bipedal locomotion, opposable specific goal, problems encountered in the pursuit
thumbs, speech) that enable them to manipulate of that goal (including the opposing goals of other
and interact with the environment in a decidedly agents), and solutions deployed to solve those
human manner. Bugs Bunny is a case in point: problems. Experimental evidence supports the
Although he retains his classification as “prey claim that narrative is organized around goals,
animal,” he reasons, talks, walks, and manipulates complications, solutions, and outcomes. Studies
objects as humans do. In myth, characters often have found poor recall for passages containing
take the form of inanimate entities and actions without complications or complications
phenomena – e.g., celestial bodies, weather, topo- without resolution (Mandler and Johnson 1977).
graphical features – but like animal characters, For example, Owens et al. (1979) found that
they exhibit human intentionality and behavior. knowledge of a character’s motives improves
In sum, narrative exhibits a pronounced bias recall of story actions and events. These findings
toward human-centered action. Even Kafka’s suggest that events and actions are input into and
“Metamorphosis,” in which Gregor Samsa has retrieved from memory according to the goals
lost most of his human attributes, is about a they advance or impede.
human being with a cockroach body, not a cock- When the components of narrative are com-
roach with a human mind. bined, we end up with a representation of human
Because happenings play out in a physical goal-directed behavior and the set of conditions
universe, another key component of narrative (including constraints and obstacles) under which
structure is setting or the set of environmental it unfolds (Scalise Sugiyama 2005). The basic
conditions under which actions and events tran- structure of narrative, then, is SETTING +
spire (Scalise Sugiyama 2005). These conditions AGENT + GOAL + ACTION + OBSTACLE +
include topography and climate, physical laws SOLUTION + OUTCOME. Humans appear to
and natural phenomena, and objects and their make sense of narrative by ascertaining the goals
locations relative to one another. Because the of the characters and using them as a schema for
human physical environment typically includes interpreting and organizing the characters’ actions
people, setting also has a social dimension, and feelings. This strategy mirrors the structure of
which includes such human-generated phenom- the agency system, which uses intentional
ena as laws, ideology, religious beliefs, norms, schemas (inference systems activated under spe-
and manners. As in real life, the physical and cific conditions) to interpret and predict the
social conditions that obtain in a given narrative behavior of agents in terms of goals (Csibra
world constrain the kinds of events and actions et al. 2003). By the end of the first year of life,
that can occur. infants evince use of an intentional schema com-
The last critical component of narrative is con- prising three representational elements: the
flict and resolution, which arise from obstacles to agent’s action, the goal state implied by the action,
goal-directed action (Scalise Sugiyama 2005). An and the constraints of reality on possible actions
obstacle is a problem that must be solved in order (Csibra et al. 2003, p. 128). Experiments show
for a goal to be achieved. For example, Cinderella that infants are also capable of discerning
Narrative 3

contingent action or the modification of behavior Narrative, Storytelling, and Fiction as


in response to events or the actions of others. For Discrete Phenomena
example, infants look longer when an animated
box continues to use a detour after an obstacle has As a format for organizing and storing episodic
been removed from its path (Csibra 2008). This information, narrative is distinct from associated
suggests that infants expect agents to adjust their phenomena such as storytelling and fiction. The
behavior in response to a change in conditions ability to represent goal-directed action is not
relevant to the goal-state (in this case, removal unique to humans: We may assume that all ani-
of the obstacle). mals capable of agency are equipped with agency-
The representational elements of the agency detection systems (Barrett 2005). However, one
system map neatly onto the components of narra- thing that distinguishes humans from other ani-
tive structure: “agent’s action” maps onto AGENT mals in this regard is the ability to access other
and ACTION, “goal state implied by the action” people’s narrative representations. Once language
maps onto GOAL, “the constraints of reality on evolved, humans were able to share the narratives
possible actions” maps onto OBSTACLE and SET- in their heads with conspecifics, and storytelling
TING, and SOLUTION maps onto contingency. was born (Scalise Sugiyama 2005, 2011). This is a
Narrative structure thus appears to emerge from key point: Storytelling is interactive, narrative is
cognitive mechanisms dedicated to tracking the not. Although all stories are built on a narrative
goal-directed actions of agents in the world. Spe- framework, not all narrative is storytelling: Many
cifically, narrative appears to be a representational memories, dreams, and fantasies never leave the
format that guides input and organization of knowl- confines of the mind. Thus, in contrast to narra-
edge about problems encountered – or that might tive, storytelling is a behavior, a by-product of
be encountered – as agents pursue their respective adaptations for (among other things) agency-
goals. The AGENT component specifies the person detection, communication, cooperation, and the-
or type of person (e.g., male/female, child/adult, ory of mind.
married/single) who encountered the problem in The fact that storytelling is a human universal
question, the GOAL component specifies the (Scalise Sugiyama 2005) begs the question: What
objective and motive of the agent, and the is gained by engaging in this activity? The answer
ACTION component specifies the measures taken lies in the function of episodic memory, the
by the agent to achieve this objective. The SET- human memory system dedicated to storing per-
TING component stores information about features sonal experience. This system is hypothesized to
of the local environment relevant to the agents’ provide the raw material for generating plans. As
goals and is closely related to the remaining com- Schank explains, “Figuring out how to behave in a
ponents: OBSTACLE specifies the nature of the new situation is most certainly helped by being
environmental constraint(s) that impeded attain- reminded of an old situation that is like the new
ment of the agent’s goal, SOLUTION specifies situation. The old situation then becomes a guide
local strategies for surmounting the obstacle, and to follow or even a guide to what not to do” (1990,
OUTCOME stores information about the effective- p. 24). It has long been noted that experience is
ness of solutions. In short, narrative structure retrieved from memory as stories (Schank 1990).
“mimics the format in which experienced events Moreover, the structural parallels between mem-
are mentally represented and stored in memory” ories and plans are striking. Both consist of
(Tooby and Cosmides 2001, p. 24). Indeed, the agents, setting, and actions: A memory is a series
agency system and narrative structure may effec- of causally and temporally related actions that
tively be the same thing: Each is dedicated to occurred in the past, and a plan is a series of
representing contingent relationships between sets causally and temporally related actions that can
of goal-directed actions. What we experience as be taken to bring about a desired goal-state in the
“narrative” may simply be outputs of the agency future. The content of plans is thus believed to
system that rise to the level of consciousness. derive in large part from our memories of past
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events: To make a plan, the mind consults past invested in other important activities. It also expo-
experience, gathers details relevant to the target nentially increases the amount of knowledge that
goal, and assembles them into a series of actions can be acquired in a lifetime: Through storytell-
tailored to attaining that goal (Schacter ing, humans can tap the knowledge of all the
et al. 2007). This hypothesis is supported by neu- individuals in their social network, as well as
roimaging data showing that the same brain past generations. Finally, by preventing knowl-
regions are activated by the tasks of remembering edge from being lost when a person dies, the
the past and imagining the future, and by clinical transmission of stories across generations enables
research showing that memory impairment com- human societies to accumulate and maintain large
promises patients’ ability to imagine future sce- stores of information (Scalise Sugiyama 2011).
narios (Schacter et al. 2007). It follows that, if The benefits that accrue to the storyteller can be
plans are built out of personal experience, then understood in terms of kin selection and social
the greater and more varied one’s experience, the exchange. Telling stories to close kin may
greater the variety of plans one can generate increase their chances of surviving and/or
(Scalise Sugiyama 2011). The benefit of storytell- reproducing, thereby helping copies of the story-
ing, then, is that it enables individuals to expand teller’s own genes. Sharing stories with nonkin
their episodic memory by acquiring experience may motivate reciprocal behavior toward the sto-
vicariously: When we engage in story worlds, ryteller, in the form of information or other valu-
we observe the experiences of other agents and, able resources (Cosmides and Tooby 2005).
in so doing, make them our own (Scalise Storytelling can also be characterized as a form
Sugiyama 2011). As virtual experience, storytell- of manipulation – specifically, as the strategic
ing may also increase the audience’s sample size deployment of episodic representations to influ-
of actions and consequences, which may provide ence the beliefs and behavior of others (Scalise
emotional and frequency inputs useful for the Sugiyama 1996). One drawback of being a highly
calibration of relevant decision-making mecha- social species is the ample opportunity group liv-
nisms (Tooby and Cosmides 2001; Bechara and ing provides for individual interests to come into
Damasio 2005). conflict. Thus, there are times when a person can
Because storytelling involves information benefit from persuading others to modify their
donation, it can be characterized as a form of goals and behavior in ways that serve his/her
cooperation. The benefit of storytelling for the interests. Stories are a highly effective means of
audience is straightforward: Like all forms of disseminating information strategically, because
teaching, it greatly reduces the costs of knowledge both the timing and the content of the story can
acquisition. Learning through direct experience is be tailored to the task at hand (Scalise Sugiyama
expensive: An individual must spend consider- 1996). For example, storytelling can be used to
able time and energy seeking out experiences reinforce social norms by illustrating the rewards
that will provide the needed information, and fur- of compliance and the costs of deviance. The
ther time and energy on the experience itself. trickster genre is a case in point: Across forager
Moreover, trial-and-error learning can be danger- societies, these stories are used to model antisocial
ous: She who learns from others that moose are behavior and the negative consequences of engag-
dangerous during the rut has a better chance of ing in it. With its implicit message that what
surviving than she who learns this from personal befalls the trickster will befall other rule-breakers,
experience. Social learning is also more predict- this tactic provides a nonconfrontational means of
able: An individual who relies on trial-and-error chastising and threatening transgressors (Scalise
learning might not encounter the requisite learn- Sugiyama 2011). Stories can also be used in con-
ing experience by the time it is needed or when junction with precautions, as seen in the use of
free from a more urgent task. Thus, like other monster stories by foragers to compel obedience
forms of social learning, storytelling reduces risk from children (Scalise Sugiyama 2011). Infor-
and frees up time and energy that can then be mants report that they use these stories to
Narrative 5

discourage children from wandering off, crying at scenarios emerges between 18–24 months (Onishi
night, and depleting food stores. The monsters in et al. 2007). The agency-detection system begins
these stories specifically target refractory chil- developing even earlier, possibly by the sixth
dren, and their predations are described in grue- month of life (Csibra 2008).
some detail, which may serve to intensify the
attentional salience and emotional valence of the
precaution. Conclusion
On this view, gossip is a subset of storytelling.
As a means of exchanging social information and Narrative, fiction, and storytelling are manifesta-
managing reputation (Dunbar 1996), gossip tions of the highly developed ability in humans to
involves both cooperation and manipulation. And, acquire, generate, exchange, and apply information
like memories and plans, gossip consists largely of (Tooby and DeVore 1987). The foraging niche is
representations of goal-directed action – in this characterized by the use of complex techniques to
case, who did (or said) what to whom and to what extract nutrient-dense resources (Kaplan
effect. What distinguishes gossip from other types et al. 2007). Use of these techniques is supported
of storytelling is its focus on local social informa- by a wide range of knowledge and skill sets, which
tion: Gossip involves the exchange of narratives are impossible to acquire through trial-and-error
that reference agents, happenings, and entities in learning alone (Boyd et al. 2011). Thus, occupation
the participants’ local environment. These repre- of the foraging niche is highly dependent on infor-
sentations are used strategically to provide alliance mation exchange. Narrative is a format for
partners with beneficial information and to shape representing actual episodic information that, in
the beliefs and behavior of the gossip’s social net- conjunction with the capacity for counterfactual
work in ways that serve his/her interests (Dunbar reasoning, enables humans to generate hypothetical
1996; Scalise Sugiyama 1996). (i.e., fictional) episodic information. Combined,
Because narrative representations can be these two faculties enable the representation of
nonveridical, the terms narrative and story are possible chains of goal-directed actions. Like emer-
often used interchangeably with fiction. This has gency drills, fictional narratives are simulations that
led to confusing claims that literature is an adap- enable humans to rehearse possible problems and
tation. The term fiction refers to nonveridical rep- test possible solutions. Language enables humans
resentations intended to be understood as such to exchange veridical and nonveridical narrative
and thus includes painting, sculpture, pantomime, representations – to “recreate situations for others
and fantasies (Tooby and Cosmides 2001). and to convey to them what has been found to be of
Clearly, then, not all instances of fiction are interest and of value” (Biesele 1993,
instances of narrative or storytelling. Nor are all p. 42) – exponentially increasing the ability to man-
stories fictions. Fiction is a by-product of our age risk. Like slings, nets, and baskets, the genera-
evolved capacity to reason counterfactually – to tion and exchange of stories has “made possible the
think about things that aren’t present, haven’t ‘carrying’ and thus the sharing of adaptively signif-
happened, or don’t exist. Counterfactual reason- icant information” (Biesele 1993, pp. 42–43),
ing, in turn, is the bedrock of improvisational which in turn has greatly facilitated occupation of
intelligence (the ability to invent solutions to the knowledge-intensive human ecological niche.
problems), which was critical to our species’ col-
onization of the foraging niche (Tooby and
DeVore 1987; Cosmides and Tooby 2000). As Cross-References
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