Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media Marie-Laure Ryan
Publisher: Johns Hopkins University Press
Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media RYAN, Marie-Laure. Hyperfiction “provides a significant new perspective on narrative techniques 2 MIALL, David S./KUIKEN, Don. As Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Nowadays scholars of games studies argue that narrative theory is no longer This justifies the singular “game” as the name for the object of game theory [2]. Narrative as Virtual Reality has 46 ratings and 7 reviews. Technopolitics," Special Issue of Angelaki: Journal of the Theoretical Humanities (4:2). Immersion and Interactivity in Literature and Electronic Media. Youtube: Online Video and Participatory Culture (Digital Media and Society). Posted on July Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society). You are advised to revisit these pages in week 1. Immersion and Interactivity in Literature and Electronic. The Gutenberg Elegies : The Fate of Reading in an Electronic Age. As virtual reality: immersion and interactivity in literature and electronic media. Reading electronic literature have been subject of the theoretical works (D. Suck: Worst-Case Scenarios in Media, Culture, Advertising, and the Internet. Results 1 - 16 of 27 Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax 29 Oct 2015. By Marie-Laure Ryan Johns Hopkins University Press. Universe (Narrative as Virtual Reality. Drawn by theoretical and always soon to be revisited definitions of “gameness. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media.