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MacGuffin

 

Disciplines > StorytellingStory Devices > MacGuffin

Description | Example | Discussion | See also

 

Description

The MaGuffin is an object, event or 'thing' that is usually of central focus in the first act, but is ultimately unimportant to the plot.

Although the item is unimportant, it provides motivation that kicks things into action. Later MacGuffins may be used to prevent things flagging and keep the story moving on.

Example

In a detective story, something 'important' goes missing. What it is does not really matter - the plot is more about finding the criminal.

Something important must be delivered. The contents are, however, not important.

Someone is killed. Who it is is not significant, but it is useful to introduce characters and kick off the real action.

Discussion

MacGuffins are often fairly ridiculous, particularly when viewed in a logical or scientific light, yet many people accept their viability within the story, which perhaps shows the power of suspending disbelief. Perhaps a part of its purpose is to create that suspension, triggering the audience into a state where they will believe anything.

The term was originated by Alfred Hitchcock who, in 1939, said:

"In regard to the tune [espionage intelligence encoded in music], we have a name in the studio, and we call it the 'MacGuffin'. It is the mechanical element that usually crops up in any story. In crook stories it is always the necklace and in spy stories it is always the papers."

The MacGuffin is a kind of reverse Chekhov's Gun in its early significance and later insignificance.

See also

Red Herring, Suspension of disbelief, Chekhov's Gun

 

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Site Menu

| Home | Top | Quick Links | Settings |

Main sections: | Disciplines | Techniques | Principles | Explanations | Theories |

Other sections: | Blog! | Quotes | Guest articles | Analysis | Books | Help |

More pages: | Contact | Caveat | About | Students | Webmasters | Awards | Guestbook | Feedback | Sitemap | Changes |

Settings: | Computer layout | Mobile layout | Small font | Medium font | Large font | Translate |

 

 

Please help and share:

 

Quick links

Disciplines

* Argument
* Brand management
* Change Management
* Coaching
* Communication
* Counseling
* Game Design
* Human Resources
* Job-finding
* Leadership
* Marketing
* Politics
* Propaganda
* Rhetoric
* Negotiation
* Psychoanalysis
* Sales
* Sociology
* Storytelling
* Teaching
* Warfare
* Workplace design

Techniques

* Assertiveness
* Body language
* Change techniques
* Closing techniques
* Conversation
* Confidence tricks
* Conversion
* Creative techniques
* General techniques
* Happiness
* Hypnotism
* Interrogation
* Language
* Listening
* Negotiation tactics
* Objection handling
* Propaganda
* Problem-solving
* Public speaking
* Questioning
* Using repetition
* Resisting persuasion
* Self-development
* Sequential requests
* Storytelling
* Stress Management
* Tipping
* Using humor
* Willpower

Principles

+ Principles

Explanations

* Behaviors
* Beliefs
* Brain stuff
* Conditioning
* Coping Mechanisms
* Critical Theory
* Culture
* Decisions
* Emotions
* Evolution
* Gender
* Games
* Groups
* Habit
* Identity
* Learning
* Meaning
* Memory
* Motivation
* Models
* Needs
* Personality
* Power
* Preferences
* Research
* Relationships
* SIFT Model
* Social Research
* Stress
* Trust
* Values

Theories

* Alphabetic list
* Theory types

And

About
Guest Articles
Blog!
Books
Changes
Contact
Guestbook
Quotes
Students
Webmasters

 

| Home | Top | Menu | Quick Links |

© Changing Works 2002-
Massive Content — Maximum Speed