Marie-Laure Ryan: Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (2001)
Filed under book | Tags: · computer games, fiction, hypertext, immersion, installation art, interactivity, literature, narrative, phenomenology, postmodern, reading, textuality, virtual reality

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.
Publisher Johns Hopkins University Press, 2001
ISBN 0801864879, 9780801864872
399 pages
PDF (updated on 2013-6-28, some images missing)
Comment (0)Jill Walker: Fiction and Interaction: How Clicking a Mouse Can Make You Part of a Fictional World (2003)
Filed under thesis | Tags: · fiction, gaming, hypertext, interactivity, literature
“This thesis is about works in which the user is a character in the fictional world, and it is about the kind of interaction that such works allow. In this introduction I will explain my research goals and introduce the theme of control, which is important in the thesis. I’ll also describe the genres I’m looking at, define some basic terms and present a summary of what each chapter deals with.”
Dr. art. thesis
Department of Humanistic Informatics, University of Bergen, 2003
Length 191 pages
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Terry Harpold: Ex-foliations: Reading Machines and the Upgrade Path (2008)
Filed under book | Tags: · fiction, hypertext, literature, reading, screen, technology, text, theory

“Every reading is, strictly speaking, unrepeatable; something in it, of it, will vary. Recollections of reading accumulate in relation to this iterable specificity; each takes its predecessors as its foundation, each inflects them with its backward-looking futurity.” In Ex-foliations, Terry Harpold investigates paradoxes of reading’s backward glances in the theory and literature of the digital field.
In original analyses of Vannevar Bush’s Memex and Ted Nelson’s Xanadu, and in innovative readings of early hypertext fictions by Michael Joyce and Shelley Jackson, Harpold asserts that we should return to these landmarks of new media scholarship with newly focused attention on questions of media obsolescence, changing user interface designs, and the mutability of reading.
In these reading machines, Harpold proposes, we may detect traits of an unreadable surface—the real limit of the machines’ operations and of the reader’s memories—on which text and image are projected in the late age of print.
Publisher U of Minnesota Press, 2008
ISBN 0816651027, 9780816651023
368 pages
PDF (updated on 2013-1-23)
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