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Narrative as virtual reality 2 : revisiting immersion and interactivity in literature and electronic media / [2nd ed]

Narrative as virtual reality 2 : revisiting immersion and interactivity in literature and electronic media / [2nd ed] (1회 대출)

자료유형
단행본
개인저자
Ryan, Marie-Laure, 1946-.
서명 / 저자사항
Narrative as virtual reality 2 : revisiting immersion and interactivity in literature and electronic media / Marie-Laure Ryan.
판사항
[2nd ed].
발행사항
Baltimore :   Johns Hopkins University Press,   2015.  
형태사항
xii, 291 p. : ill. ; 23 cm.
ISBN
9781421417974 (pbk. : alk. paper) 9781421417981 (electronic) 1421417979 (pbk. : alk. paper)
요약
"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" --
일반주기
Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001.  
내용주기
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.
서지주기
Includes bibliographical references (p. 271-282) and index.
일반주제명
Books and reading. Hypertext literature. Electronic games. Interactive multimedia. Virtual reality. Narration (Rhetoric).
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010 ▼a 2015002502
020 ▼a 9781421417974 (pbk. : alk. paper)
020 ▼a 9781421417981 (electronic)
020 ▼a 1421417979 (pbk. : alk. paper)
020 ▼z 1421417987 (electronic)
035 ▼a (KERIS)REF000017696914
040 ▼a DLC ▼b eng ▼c DLC ▼e rda ▼d DLC ▼d 211009
050 0 0 ▼a Z1003 ▼b .R97 2015
082 0 0 ▼a 028/.9 ▼2 23
084 ▼a 028.9 ▼2 DDCK
090 ▼a 028.9 ▼b R989n2
100 1 ▼a Ryan, Marie-Laure, ▼d 1946-.
245 1 0 ▼a Narrative as virtual reality 2 : ▼b revisiting immersion and interactivity in literature and electronic media / ▼c Marie-Laure Ryan.
246 3 ▼a Narrative as virtual reality two : ▼b revisiting immersion and interactivity in literature and electronic media
250 ▼a [2nd ed].
260 ▼a Baltimore : ▼b Johns Hopkins University Press, ▼c 2015.
300 ▼a xii, 291 p. : ▼b ill. ; ▼c 23 cm.
500 ▼a Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001.
504 ▼a Includes bibliographical references (p. 271-282) and index.
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.
650 0 ▼a Books and reading.
650 0 ▼a Hypertext literature.
650 0 ▼a Electronic games.
650 0 ▼a Interactive multimedia.
650 0 ▼a Virtual reality.
650 0 ▼a Narration (Rhetoric).
945 ▼a KLPA

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 중앙도서관/서고6층/ 청구기호 028.9 R989n2 등록번호 111824787 도서상태 대출가능 반납예정일 예약 서비스 B M

컨텐츠정보

목차

List of Figures and TablesPrefaceIntroductionPart I1. The Two (and Thousand) Faces of the Virtual2. Virtual Reality as Dream and as TechnologyPart II3. The Text as World4. Varieties of ImmersionPart III5. The Text as World versus the Text as Game6. Texts without Worlds7. The Many Forms of Interactivity8. HypertextPart IV9. Participatory Interactivity from Life Situations to Drama10. Chasing the Dream of the Immersive, Interactive NarrativeConclusionNotesWorks CitedIndex

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