Vous voulez voir cette page en français ? Cliquez ici.

Have one to sell? Sell yours here
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
 
 

Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media [Hardcover]

Marie-Laure Ryan


Available from these sellers.


Formats

Amazon Price New from Used from
Hardcover --  
Paperback CDN $34.50  

Product Details

  • Hardcover: 352 pages
  • Publisher: Johns Hopkins University Press; illustrated edition edition (February 2001)
  • Language: English
  • ISBN-10: 0801864879
  • ISBN-13: 978-0801864872
  • Product Dimensions: 23.5 x 14.6 x 3.1 cm
  • Shipping Weight: 726 g
  • Amazon Bestsellers Rank: #2,072,168 in Books (See Top 100 in Books)

Product Description

Review

"A study of breathtaking depth and scope and, like all the very best academic books, it has some of the attributes of a good novel: it is elegantly written; it is enthralling; and it leaves the reader buzzing with new and exciting ideas. It is essential reading for anyone with an interest in virtual reality, and a rich source of information, inspiration, and insight for a wider readership concerned with the relations between fictions, technologies, and their users." -- Sara Gwenllian Jones, Intensities: The Journal of Cult Media

Product Description

Is there a significant difference in attitude between immersion in a game and immersion in a movie or a novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in this study, the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Formerly a culture of immersive ideals - getting lost in a good book, for example -we are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, the text applies the concepts of immersion and interactivity to develop a phenomenology of reading. Ryan's analysis encompasses both traditional literary narratives and the new textual genres made possible by the electronic revolution, such as hypertext, electronic poetry, interactive movies and drama, digital installation art, and computer role-playing games. As she considers the fate of traditional narrative patterns in digital culture, Ryan revisits one of the central issues in modern literary theory - the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text's creation.

Inside This Book (Learn More)
First Sentence
In the popular imagination of the last decade of the twentieth century, the word virtual triggers almost automatically the thought of computers and digital technology. Read the first page
Explore More
Concordance
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
Search inside this book:

Tag this product

 (What's this?)
Think of a tag as a keyword or label you consider is strongly related to this product.
Tags will help all customers organize and find favorite items.
Your tags: Add your first tag
 

Customer Reviews

There are no customer reviews yet on Amazon.ca
5 star:    (0)
4 star:    (0)
3 star:    (0)
2 star:    (0)
1 star:    (0)
 
 
 
Share your experience with this product with others
Create your own review

Listmania!

Create a Listmania! list

Look for similar items by category


Look for similar items by subject


Feedback