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Journal ArticleDOI

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

Niran B. Abbas, +1 more
- Vol. 34, pp 277
TLDR
In this paper, the authors argue that there is a significant difference in attitude between immersion in a game and immersive in a novel, and argue that we are becoming a culture more concerned with interactivity.
Abstract
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 virtual 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 virtual 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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Book

The Cambridge Introduction to Narrative

TL;DR: In this paper, the authors present an excellent introduction for courses focused on narrative but also an invaluable resource for students and scholars across a wide range of fields, including literature and drama, film and media, society and politics, journalism, autobiography, history, and still others throughout the arts, humanities, and social sciences.
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New Media: A Critical Introduction

TL;DR: This is a Second Edition of a book first co authored for 2003 that offers students conceptual frameworks for thinking through a range of key issues which have arisen over two decades of speculation on the cultural implications of new media.
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Basic elements of narrative

David Herman
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An Introduction to Narratology

TL;DR: An Introduction to Narratology as mentioned in this paper is an accessible, practical guide to narratological theory and terminology and its application to literature, including a comprehensive overview of the key aspects of narratology by a leading practitioner in the field.
Journal ArticleDOI

Learning by doing and learning through play: an exploration of interactivity in virtual environments for children

TL;DR: This article explores central thread in learning, play, as well as an essentialcharacteristic of virtual reality environments: interactivity, andritical review of examples of immersive virtual reality worldreated for children, with particular attention given to the role and nature of interactivity.
References
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Journal ArticleDOI

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