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Flowers for Algernon, short story and novel by Daniel Keyes (short story 1959, novel 1966) To Kill a Mockingbird, novel by Harper Lee (1960) Where the Red Fern Grows, by Wilson Rawls (1961) A Clockwork Orange, a novel by Anthony Burgess (1962) The Learning Tree, novel by Gordon Parks (1963) The Graduate, novel by Charles Webb (1963)
In film, coming-of-age is a genre of teen films. Coming-of-age films focus on the psychological and moral growth or transition of a protagonist from youth to adulthood. A variant in the 2020s is the "delayed-coming-of-age film, a kind of story that acknowledges the deferred nature of 21st-century adulthood", in which young adults may still be exploring short-term relationships, living ...
The Seven Basic Plots has received mixed responses from scholars and journalists. Some have celebrated the book's audacity and breadth; for example, the author and essayist Fay Weldon wrote the following: "This is the most extraordinary, exhilarating book.
In early 2009, Smith released a follow-up, Six-Word Memoirs on Love and Heartbreak, containing hundreds of personal stories about romance. [7] Another follow-up was released in late 2009; I Can't Keep My Own Secrets: Six-Word Memoirs by Teens Famous & Obscure dealt with the experiences of teenage life and as such was written by and for teens. [ 8 ]
A Thousand Deaths (London short story) Jack London: 1899 A Toy for Juliette: Robert Bloch: Dangerous Visions: 1967 A Walk in the Sun (short story) Geoffrey A. Landis: Asimov's Science Fiction: 1991 A Work of Art: James Blish: Science Fiction Stories: 1956 A Year in the Linear City: Paul Di Filippo: 2002 All Summer in a Day: Ray Bradbury
Screenplay – a story that is told through dialogue and character action that is meant to be performed for a motion picture and exhibited on a screen. Short story – a brief story that usually focuses on one character and one event. Tall tale – a humorous story that tells about impossible happenings, exaggerating the hero's accomplishments.
These games are usually adventure or storytelling games whose ending or sometimes even entire story changes depending on the player's active, in the form of dialogue options, or passive choices, such as games with moral systems. Examples of choice-driven games that feature multiple endings: Life Is Strange, which includes two canon endings.
The plot is usually placed in a self-contained section (designated by == Plot == or sometimes == Synopsis ==). By convention, story plots are written in the narrative present—that is, in the present tense, matching the way that the story is experienced. [2] If it makes the plot easier to explain, events can be reordered. [3]