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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

Paperback by Ryan, Marie-Laure

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

£30.50

ISBN:
9781421417974
Publication Date:
26 Jan 2016
Language:
English
Publisher:
Johns Hopkins University Press
Pages:
304 pages
Format:
Paperback
For delivery:
Estimated despatch 22 - 23 May 2024
Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media

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.

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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