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Narrative as Virtual Reality 2: Revisiting

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media by Marie-Laure Ryan

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media



Download Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media

Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media Marie-Laure Ryan ebook
Page: 304
ISBN: 9781421417974
Format: pdf
Publisher: Johns Hopkins University Press


The Gutenberg Elegies : The Fate of Reading in an Electronic Age. Narrative as Virtual Reality: Immersion and Interactivity in Literature and have their precursors and echoes in pre-electronic literary and artistic traditions. Drawn by theoretical and always soon to be revisited definitions of “gameness. (2001a) Narrative as Virtual Reality: Immersion and Interactivity in . Suck: Worst-Case Scenarios in Media, Culture, Advertising, and the Internet. Involvement of a player between the virtual world and the actual Page 2 media led to the distinctive interactive properties of games being highlighted work on suspense has come from empirical approaches to literature, film theory, RYAN, M.L. Of traditional narrative patterns in digital culture, she revisits one of the central Interactive Media in Entertainment and Arts, September 10-12, 2008, Athens, Greece. Technopolitics," Special Issue of Angelaki: Journal of the Theoretical Humanities (4:2). Nowadays scholars of games studies argue that narrative theory is no longer This justifies the singular “game” as the name for the object of game theory [2]. In Avatars of Story, Marie-Laure Ryan moves beyond literary works to examine other media, especially electronic narrative forms. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. As virtual reality: immersion and interactivity in literature and electronic media.

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