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Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media
Contributor(s): Ryan, Marie-Laure (Author)
ISBN: 1421417979     ISBN-13: 9781421417974
Publisher: Johns Hopkins University Press
OUR PRICE:   $35.15  
Product Type: Paperback - Other Formats
Published: December 2015
Qty:
Additional Information
BISAC Categories:
- Literary Criticism | Books & Reading
- Literary Criticism | Semiotics & Theory
- Computers | Virtual Worlds
Dewey: 028.9
LCCN: 2015002502
Series: Parallax: Re-Visions of Culture and Society (Paperback)
Physical Information: 0.8" H x 5.9" W x 8.9" (0.93 lbs) 304 pages
 
Descriptions, Reviews, Etc.
Publisher Description:

Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive "world" aspect of texts and their interactive "game" dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions.

Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft.

In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken--or hopes to take--in digital texts, from determining the presentation of signs to affecting the level of story.


Contributor Bio(s): Ryan, Marie-Laure: - Marie-Laure Ryan is an independent scholar and former software consultant. A Guggenheim Fellowship recipient, she is the author of Possible Worlds, Artificial Intelligence, and Narrative Theory and the editor of Cyberspace Textuality: Computer Technology and Literary Theory and the forthcoming Narrative Across Media: The Languages of Storytelling.