Librarian View
LEADER 04035cam a2200481Ii 4500
001
991008165568207546
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20230802094651.0
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150316s2015 mdua b 001 0 eng d
010
a| 2015002502
020
a| 9781421417974
q| (pbk. : alk. paper)
020
z| 9781421417981
q| (electronic)
020
a| 1421417979
q| (pbk. : alk. paper)
020
z| 1421417987
q| (electronic)
035
a| b57450249-852julac_network
035
a| (julac-retro)16242074
040
a| DLC
b| eng
e| rda
c| DLC
d| YDX
d| BTCTA
d| YDXCP
d| OCLCF
d| BDX
d| SDB
d| PUL
d| AU@
d| NGU
d| HUA
d| HK-SYU
042
a| pcc
050
0
0
a| Z1003
b| .R97 2015
082
0
0
a| 028/.9
2| 23
092
0
a| 028.9
b| MAR 2015
100
1
a| Ryan, Marie-Laure,
d| 1946-
e| author.
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
246
3
0
a| Revisiting immersion and interactivity in literature and electronic media
264
1
a| Baltimore :
b| Johns Hopkins University Press,
c| 2015.
300
a| xii, 291 pages :
b| illlustrations ;
c| 23 cm
336
a| text
b| txt
2| rdacontent
337
a| unmediated
b| n
2| rdamedia
338
a| volume
b| nc
2| rdacarrier
500
a| "Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001."
504
a| Includes bibliographical references (pages 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)
775
0
8
i| Revision of:
a| Ryan, Marie-Laure, 1946-
t| Narrative as virtual reality : immersion and interactivity in literature and electronic media
d| Baltimore : Johns Hopkins University Press, 2001
910
a| nlw
b| kkl
c| wsl
998
a| book
b| 02-08-23
945
h| Supplement
l| location
i| barcode
y| id
f| bookplate
a| callnoa
b| callnob
n| MDIT404