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Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media

Authors
Publisher Johns Hopkins University Press
Year 26/01/2016
Pages 304
Version paperback
Readership level College/higher education
Language English
ISBN 9781421417974
Categories Literary theory
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Book 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. The revised structure of this second edition helps us navigate the various stops on the tour of virtual narratives on which Ryan energetically and lucidly leads us. As with the first edition, this should be vital reading for anyone interested in fiction and technology, and the technologies of fiction. * British Society for Literature and Science *

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media

Table of contents

List of Figures and Tables

Preface

Introduction

Part I

1. The Two (and Thousand) Faces of the Virtual

2. Virtual Reality as Dream and as Technology

Part II

3. The Text as World

4. Varieties of Immersion

Part III

5. The Text as World versus the Text as Game

6. Texts without Worlds

7. The Many Forms of Interactivity

8. Hypertext

Part IV

9. Participatory Interactivity from Life Situations to Drama

10. Chasing the Dream of the Immersive, Interactive Narrative

Conclusion

Notes

Works Cited

Index

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