Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Johns Hopkins University Press, 2001 - 399 Seiten
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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TWO Virtual Reality as Dream and as Technology
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action activity actual aesthetic audience becomes body chapter characters choice concept construction contrast create culture depends described display effect electronic emotional environment existence experience expression fact feel fictional fictional world function human hypertext idea imagination immersion individual interactive interpretation involvement language leads lines literary literature live matter means medium mental metaphor mind mode move 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 situation space spectator stage story structure suggests suspense tell term textual world theory things thought tion turn virtual virtual reality virtual world visual writing