9781421417974-1421417979-Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society)

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society)

ISBN-13: 9781421417974
ISBN-10: 1421417979
Edition: Illustrated
Author: Marie-Laure Ryan
Publication date: 2015
Publisher: Johns Hopkins University Press
Format: Paperback 304 pages
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Book details

ISBN-13: 9781421417974
ISBN-10: 1421417979
Edition: Illustrated
Author: Marie-Laure Ryan
Publication date: 2015
Publisher: Johns Hopkins University Press
Format: Paperback 304 pages

Summary

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society) (ISBN-13: 9781421417974 and ISBN-10: 1421417979), written by authors Marie-Laure Ryan, was published by Johns Hopkins University Press in 2015. With an overall rating of 3.5 stars, it's a notable title among other Games & Strategy Guides books. You can easily purchase or rent Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society) (Paperback) from BooksRun, along with many other new and used Games & Strategy Guides books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $5.56.

Description

Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction.

Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America

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.

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