Narrative As Virtual Reality

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Format: Paperback
Pub. Date: 2003-10-03
Publisher(s): Johns Hopkins Univ Pr
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Summary

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, 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.

Author Biography

Marie-Laure Ryan is an independent scholar and former software consultant. A Guggenheim Fellowship recipient, she is the author of Possible Worlds, Artificial Intelligence, and Narrative Theory and the editor of Cyberspace Textuality: Computer Technology and Literary Theory and the forthcoming Narrative Across Media: The Languages of Storytelling.

Table of Contents

List of Figures and Tablesp. ix
Acknowledgmentsp. xi
Introductionp. 1
Virtuality
The Two (and Thousand) Faces of the Virtualp. 25
Virtual Reality as Dream and as Technologyp. 48
Interlude: Virtual Realities of the Mind: Baudelaire, Huysmans, Cooverp. 75
The Poetics of Immersion
The Text as World: Theories of Immersionp. 89
Interlude: The Discipline of Immersion: Ignatius of Loyolap. 115
Presence of the Textual World: Spatial Immersionp. 120
Immersive Paradoxes: Temporal and Emotional Immersionp. 140
Interlude: Virtual Narration as Allegory of Immersionp. 163
The Poetics of Interactivity
From Immersion to Interactivity: The Text as World versus the Text as Gamep. 175
Interlude: The Game-Reader and the World-Reader: Italo Calvino's If on a Winter's Night a Travelerp. 200
Hypertext: The Functions and Effects of Selective Interactivityp. 204
Interlude: Adventures in Hypertext: Michael Joyce's Twelve Bluep. 225
Can Coherence Be Saved? Selective Interactivity and Narrativityp. 242
Interlude: I'm Your Man: Anatomy of an Interactive Moviep. 271
Reconciling Immersion and Interactivity
Participatory Interactivity from Life Situations to Dramap. 283
Participatory Interactivity in Electronic Mediap. 306
Interlude: Dream of the Interactive Immersive Book: Neal Stephenson's The Diamond Agep. 332
Conclusion: Literature in the Media Landscapep. 347
Notesp. 357
Works Citedp. 375
Indexp. 389
Table of Contents provided by Syndetics. All Rights Reserved.

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