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By Marie-Laure Ryan

Is there an important distinction among engagement with a video game and engagement with a film or novel? Can interactivity give a contribution to immersion, or is there a trade-off among the immersive "world" element of texts and their interactive "game" measurement? As Marie-Laure Ryan demonstrates in Narrative as digital fact 2, the questions raised via the hot interactive applied sciences have their precursors and echoes in pre-electronic literary and creative traditions.

Approaching the belief of digital truth as a metaphor for overall artwork, Ryan applies the options of immersion and interactivity to boost a phenomenology of narrative event that encompasses interpreting, observing, and taking part in. The e-book weighs conventional literary narratives opposed to the recent textual genres made attainable by means of the digital revolution of the prior thirty years, together with hypertext, digital poetry, interactive drama, electronic set up paintings, laptop video games, and multi-user on-line worlds like Second Life and World of Warcraft.

In this thoroughly revised version, Ryan displays at the advancements that experience taken position during the last fifteen years by way of either thought and perform and specializes in the rise of narrativity in games and its corresponding loss in experimental electronic literature. Following the cognitive methods that experience rehabilitated immersion because the manufactured from primary procedures of world-construction and psychological simulation, she info the numerous varieties that interactivity has taken—or hopes to take—in electronic texts, from settling on the presentation of indicators to affecting the extent of story.

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Narrative as Virtual Reality 2 (Parallax: Re-Visions of Culture and Society) by Marie-Laure Ryan


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