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OverviewIs 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. Full Product DetailsAuthor: Marie-Laure RyanPublisher: Johns Hopkins University Press Imprint: Johns Hopkins University Press Dimensions: Width: 15.20cm , Height: 1.90cm , Length: 22.90cm Weight: 0.408kg ISBN: 9781421417974ISBN 10: 1421417979 Pages: 304 Publication Date: 26 January 2016 Recommended Age: From 13 Audience: College/higher education , Professional and scholarly , Tertiary & Higher Education , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Available To Order ![]() We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsList 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 IndexReviewsThe 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 * 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 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. Author InformationMarie-Laure Ryan is an independent scholar and the coeditor of The Johns Hopkins Guide to Digital Media. Tab Content 6Author Website:Countries AvailableAll regions |