Narrative as virtual reality : immersion and interactivity in literature and electronic media

書誌事項

Narrative as virtual reality : immersion and interactivity in literature and electronic media

Marie-Laure Ryan

(Parallax : re-visions of culture and society)

Johns Hopkins University Press, 2001

  • : pbk

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注記

Includes bibliographical references (p. [375]-388) and index

内容説明・目次

巻冊次

ISBN 9780801864872

内容説明

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.
巻冊次

: pbk ISBN 9780801877537

内容説明

Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality, 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, Narrative as Virtual Reality 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 of the past few years, such as hypertext, interactive movies and drama, digital installation art, and computer role-playing games. Interspersed among the book's chapters are several "interludes" that focus exclusively on either key literary texts that foreshadow what we now call "virtual reality," including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science-fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext "novel" Twelve Blue, by Michael Joyce, and I'm Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she 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.

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