Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic MediaIs 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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action activity actors actual aesthetic allows audience become body chapter characters choice concept construction contrast create culture described display drama dream effect electronic emotional environment experience expression feel fictional fictional world function human hypertext idea imagination immersion individual interactive involvement language leads lines literary literature live look means medium mental metaphor mind mode move movie narration narrative nature novel objects offer participation performance physical picture play player pleasure plot point of view possible postmodern potential present produce purely reader reading reality reference relation represent representation scene screen selected sense setting simulation space spectator stage story structure suggests tell term textual world theater theory things tion turn virtual virtual reality virtual world visual writing