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

"When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has lost none of its prominence as a principle o...

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Detalles Bibliográficos
Autor principal: Ryan, Marie-Laure, 1946- (Autor)
Autor Corporativo: Project Muse
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Baltimore : Johns Hopkins University Press, [2015]
Edición:Second edition.
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Narrative as Virtual Reality 2 :   |b Revisiting Immersion and Interactivity in Literature and Electronic Media /   |c Marie-Laure Ryan. 
250 |a Second edition. 
264 1 |a Baltimore :  |b Johns Hopkins University Press,  |c [2015] 
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500 |a Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001. 
505 0 |a Introduction -- Virtuality -- The two (and thousand) faces of the virtual -- VR technology as immersion and interactivity -- The poetics of immersion -- The text as world: theories of immersion -- Varieties of immersion: spatial, temporal, emotional -- The poetics of interactivity -- The text as world versus the text as game -- Texts without worlds: dysfunctionality as a form of play -- The many forms of interactivity -- Hypertext: the functions and effects of exploratory, external interactivity -- Reconciling immersion and interactivity -- Participatory interactivity from life situations to drama -- Chasing the dream of the immersive, interactive narrative -- Conclusion. 
520 |a "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has lost none of its prominence as a principle of organization of the Web, but it is no longer considered avant-garde on the digital-literary scene. While the new forms that are currently being developed verify some of the recommendations made in NVR (shorter texts, greater reliance on multi-modality, self-referentiality and a tendency toward conceptual art), they generally avoid narrativity and its particular form of immersion, and even interactivity is no longer seen as indispensable. It is in the popular form of the video game that serious attempts are being made to reconcile immersion with interactivity. The second edition deals in greater detail with both the increase of narrativity in video games, and its loss in experimental digital literature. It also takes into consideration the creation of online worlds such as Second Life and World of Warcraft, which implement the idea of virtual reality in a way not foreseen by VR theorists of the nineties" --  |c Provided by publisher. 
588 |a Description based on print version record. 
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650 6 |a Narration. 
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650 0 |a Narration (Rhetoric) 
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