In postmodern culture, video games, interactive audiovisual, and movies have gradually shown a cultural form of database, which has changed the narrative tradition that has lasted for thousands of years. The database is a structured combination of data, and narrative is a cognitive construction. In the era of digital media, they are not contradictory, but a natural symbiotic relationship. Combining the database logic proposed by Manovich, the interface theory related to apparatus, culture, and body, as well as the narrativization process in cognitive narratology, a theoretical model of database narrative can be established.
Database narrative is a kind of spatial narrative, based on the multisequential and multiform narration of the storyworld. It provides a distributed agency for the audience's narrativization process through the spatial design of the screen interface, cultural interface, and body interface. The narrativization needs to complete the dual task of establishing a sequence from the database and projecting this specific sequence into a story world. The so-called spatial narrative is not to replace the narrative process of the time dimension, but to place the narrative behavior of the spatial dimension in the same important position as the time sequence. How to allocate and coordinate the narrativity of the spatial dimension and the time dimension is determined by the granularity of database.
Although the database narrative theory emphasizes the interface design of spatial dimension, it does not only refer to those narrative types with interactive functions. It is a middle-level theory, the core of which is the database logic shown in the narrative, so the narrative of avant-garde movies, the complex narrative of contemporary movies, and even the automatically generated "soft cinema" can be called database narratives. And beyond the scope of a single text, but also based on a storyworld (database) for multisequential narration, it can be regarded as an extension of the database narrative.
The narrative theories of different symbol forms (images, sounds, texts) are not universal. The object of our research is "audiovisual media." As the forms of audiovisual media are very diverse and cannot be defined in a standard way, a more appropriate method is to use audiovisual media as the dispositif that contains the characteristics of the ternary relationship between technology, culture and subject. The case study include the video game Ghost of Tsushima, the interactive storytelling Black Mirror: Bandersnatch, the Web series Wanda Vision and the transmedia storytelling slender man. Through the case study, the narration aesthetics of the database narrative could finally be concluded: first, the aesthetics of attractions is formed by the influence of audiovisual media dispositif; second, the metalepsis aesthetics is the “sequential synergy” that is produced by multisequential and multiform narration method in database narrative, and that is determined by the post-modern cultural environment; Finally, since the content and the medium are exposed to be separate parts, resulting in the appearance of an apparent agent of interface, which an artwork or text must be dealing with, the interface effect.