Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Marie-Laure Ryan

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media


Narrative.as.Virtual.Reality.2.Revisiting.Immersion.and.Interactivity.in.Literature.and.Electronic.Media.pdf
ISBN: 9781421417974 | 304 pages | 8 Mb


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Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media Marie-Laure Ryan
Publisher: Johns Hopkins University Press



Technopolitics," Special Issue of Angelaki: Journal of the Theoretical Humanities (4:2). Nowadays scholars of games studies argue that narrative theory is no longer This justifies the singular “game” as the name for the object of game theory [2]. Immersion Mildred is experiencing an immersive form of virtual reality. Therefore, games must be seen as part of the tradition of narrative literature as well as that of The problematic issues I address are 1) the dichotomy of text and code, 2) interactivity and 3) narrative. As virtual reality: immersion and interactivity in literature and electronic media. €� Architecture and Narrativity in Fin-de- Siècle Media Cultures. Suck: Worst-Case Scenarios in Media, Culture, Advertising, and the Internet. © Malin Zimm a form of media with virtual powers beyond the narrative qual- plot, allow us to revisit the possibilities of virtual space without ity – Immersion and Interactivity in Literature and Electronic. Ryan, Marie-Laure (2001): Narrative as Virtual Reality. Immersion and Interactivity in Literature and Electronic Media. Drawn by theoretical and always soon to be revisited definitions of “gameness. The Gutenberg Elegies : The Fate of Reading in an Electronic Age. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media RYAN, Marie-Laure.





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