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Narrative As Virtual Reality II Revisiti
Narrative As Virtual Reality II Revisiti
In this new, entirely revised edition, Ryan revisits immersion and interactivity in the light of the
developments that have taken place in the past fifteen years in the areas of both theory and
practice. She follows the cognitive approaches that have rehabilitated immersion as the product
of fundamental processes of world-construction and mental simulation, and she details the many
forms that interactivity has taken or hopes to take in digital texts, from determining the
presentation of signs to affecting the level of story. Far from taking the benefits of interactivity
from granted she asks questions such as: can interactivity contribute to immersion, or is there a
trade-off between the immersive “world” aspect of texts and their interactive “game” dimension?
How feasible Is the dynamic generation of stories through a real-time interaction between user
input and system response? What are the rewards of active participation in a life-like simulated
world ? What kinds of plots lend themselves to active user participation?
As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of
the central issues of modern literary theory—the opposition between a presumably passive
reading that is taken over by the world a text represents and an active reading that imaginatively
or physically participates in the text’s creation.
Table of Contents
Part I Virtuality
Conclusion