
Narrative as Virtual Reality 2
Revisiting Immersion and Interactivity in Literature and Electronic Media
Marie-Laure Ryan(Author)
Johns Hopkins University Press
Published on 26. January 2016
Book
Paperback/Softback
304 pages
978-1-4214-1797-4 (ISBN)
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.
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.
Reviews / Votes
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
More details
Language
English
Place of publication
Baltimore, MD
United States
Target group
College/higher education
Professional and scholarly
Product notice
Paperback (trade)
Illustrations
10 s/w Photographien bzw. Rasterbilder, 12 s/w Zeichnungen
12 Line drawings, black and white; 10 Halftones, black and white
Dimensions
Height: 229 mm
Width: 152 mm
Thickness: 19 mm
Weight
496 gr
ISBN-13
978-1-4214-1797-4 (9781421417974)
DOI
10.1353/book.72246
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Marie-Laure Ryan
Narrative as Virtual Reality 2
Revisiting Immersion and Interactivity in Literature and Electronic Media
E-Book
01/2016
Johns Hopkins University Press
€26.49
Available for download
Previous edition

Marie-Laure Ryan
Narrative as Virtual Reality
Immersion and Interactivity in Literature and Electronic Media
Book
10/2003
Johns Hopkins University Press
€45.38
Article exhausted; check for reprint
Person
Marie-Laure Ryan is an independent scholar and the coeditor of The Johns Hopkins Guide to Digital Media.
Content
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
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