Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive "world" aspect of texts and their interactive "game" dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions.
Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft.
In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken--or hopes to take--in digital texts, from determining the presentation of signs to affecting the level of story.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Marie-Laure Ryan is a member of the Department of English at the University of Colorado at Boulder, and author of Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media from Johns Hopkins University Press.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : -OnTimeBooks-, Phoenix, AZ, Etats-Unis
Etat : very_good. Gently read. May have name of previous ownership, or ex-library edition. Binding tight; spine straight and smooth, with no creasing; covers clean and crisp. Minimal signs of handling or shelving. 100% GUARANTEE! Shipped with delivery confirmation, if you're not satisfied with purchase please return item! Ships USPS Media Mail. N° de réf. du vendeur OTV.1421417979.VG
Quantité disponible : 1 disponible(s)
Vendeur : Goodwill Books, Hillsboro, OR, Etats-Unis
Etat : acceptable. Fairly worn, but readable and intact. If applicable: Dust jacket, disc or access code may not be included. N° de réf. du vendeur GICWV.1421417979.A
Quantité disponible : 1 disponible(s)
Vendeur : Book Dispensary, Concord, ON, Canada
Soft cover. Etat : Very Good. 3rd Edition. VERY GOOD softcover, no marks in text; a very clean, gently used copy. Book. N° de réf. du vendeur 153623
Quantité disponible : 1 disponible(s)
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 23749836
Quantité disponible : 11 disponible(s)
Vendeur : Brook Bookstore On Demand, Napoli, NA, Italie
Etat : new. N° de réf. du vendeur ba7590ffdeac2548fd5648d9d203c5ce
Quantité disponible : 17 disponible(s)
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 23749836-n
Quantité disponible : 11 disponible(s)
Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
Paperback. Etat : New. Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive "world" aspect of texts and their interactive "game" dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft.In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken-or hopes to take-in digital texts, from determining the presentation of signs to affecting the level of story. N° de réf. du vendeur LU-9781421417974
Quantité disponible : 9 disponible(s)
Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
PAP. Etat : New. New Book. Shipped from UK. Established seller since 2000. N° de réf. du vendeur WJ-9781421417974
Quantité disponible : 15 disponible(s)
Vendeur : PBShop.store US, Wood Dale, IL, Etats-Unis
PAP. Etat : New. New Book. Shipped from UK. Established seller since 2000. N° de réf. du vendeur WJ-9781421417974
Quantité disponible : 15 disponible(s)
Vendeur : Anybook.com, Lincoln, Royaume-Uni
Etat : Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,500grams, ISBN:9781421417974. N° de réf. du vendeur 2927500
Quantité disponible : 1 disponible(s)