Narrative as virtual reality: immersion and interactivity in literature and electronic media

Нарратив как виртуальная реальность: иммерсия и интерактивность в литературе и электронных медиа
2001-12-01

electronic literaturehypertext fictioninteractivitynarrative immersionvirtual reality
From the Publisher: Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of reality? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality, 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 reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and interactivity to develop a phenomenology of reading. Ryan's analysis encompasses both traditional literary narratives and the new textual genres made possible by the electronic revolution of the past few years, such as hypertext, electronic poetry, interactive movies and drama, digital installation art, and computer role-playing games. Interspersed among the book's chapters are several interludes that focus exclusively on either key literary texts that foreshadow what we now call virtual reality, including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science-fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext novel Twelve Blue, by Michael Joyce, and I'm Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theory—the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text's creation. About the Author: Marie-Laure Ryan is an independent scholar and former software consultant. She is the author of Possible Worlds, Artificial Intelligence, and Narrative Theory and the editor of Cyberspace Textuality: Computer Technology and Literary Theory.
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Contemporary culture is characterized as shifting from immersive ideals, such as losing oneself in a book, toward greater emphasis on interactivity.
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Immersion in games, films, and novels is analyzed comparatively as part of a broader phenomenology of narrative reading.
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The analysis examines how digital culture affects traditional narrative patterns and reconsiders the opposition between passive textual absorption and active reader participation.
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The book argues that interactive technologies have precursors in pre-electronic literary and artistic traditions, linking virtual reality to longstanding representational practices.
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The concepts of immersion and interactivity are applied across traditional narratives and electronic genres, including hypertext, electronic poetry, interactive movies, digital installation art, and computer role-playing games.

Traditional literary narratives and electronic media genres, including hypertext, electronic poetry, interactive movies and drama, digital installation art, and computer role-playing games

Immersion and interactivity in reading, narrative representation, and the transition from immersive to interactive cultural forms

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2001-12-01
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