Könyv Narrative as Virtual Reality 2 Marie-Laure Ryan

Narrative as Virtual Reality 2

Revisiting Immersion and Interactivity in Literature and Electronic Media

Szerző: Marie-Laure Ryan
Nyelv: Angol
Kötés: Puha kötésű
Elérhetőség: Beszállítói készleten
Küldés 14-21 napon belül
16 094 Ft
Is there a significant difference between engagement with a game and engagement with a movie or nove...

Információk a könyvről

Nyelv
Angol
Kötés
Könyv - Puha kötésű
Kiadva
2016
oldal
304
EAN
9781421417974
ISBN
1421417979
Enbook ID
09275636
Súly
416
Méretek
152 x 228 x 20

Teljes leírás

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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