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

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Johns Hopkins University Press, 2001 - Books and reading - 399 pages
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.

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Contents

Introduction
1
2006
84
THREE
89
Copyright

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