2003Modern fiction studiesRequires access

Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (review)

Samantha Blackmon

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Abstract

Virtual reality is an immersive, interactive experience generated by a computer—this is the definition that Marie-Laure Ryan says inspired the writing of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, which is organized around three main tropes: virtuality, immersion, and interactivity. The first section, "Virtuality," begins by looking at the virtual as a philosophical concept; the second and third sections examine the two components of virtual reality as technology—immersion and interactivity respectively; and the fourth and final section, "Reconciling Immersion and Interactivity," concludes the text with what Ryan sees as the ultimate goal of art, the synthesis of immersion and interactivity.

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What this paper is about

Virtual reality is an immersive, interactive experience generated by a computer—this is the definition that Marie-Laure Ryan says inspired the writing of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, which is organized around three main tropes: virtuality, immersion, and interactivity. The first section, "Virtuality," begins by looking at the virtual as a philosophical concept; the second and third sections examine the two components of virtual reality as technology—immersion and interactivity respectively; and the fourth and final section, "Reconciling Immersion and Interactivity," concludes the text with what Ryan sees as the ultimate goal of art, the synthesis of immersion and interactivity.

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Available abstract

Virtual reality is an immersive, interactive experience generated by a computer—this is the definition that Marie-Laure Ryan says inspired the writing of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, which is organized around three main tropes: virtuality, immersion, and interactivity. The first section, "Virtuality," begins by looking at the virtual as a philosophical concept; the second and third sections examine the two components of virtual reality as technology—immersion and interactivity respectively; and the fourth and final section, "Reconciling Immersion and Interactivity," concludes the text with what Ryan sees as the ultimate goal of art, the synthesis of immersion and interactivity.

Key concepts: Interactivity, Immersion (mathematics), Virtuality (gaming), Narrative, Virtual reality, Multimedia, Computer science, Human–computer interaction

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