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  <id>293453</id>
  <name><![CDATA[Marie-Laure Ryan]]></name>
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  <id type="integer">560910</id>
  <isbn>0801877539</isbn>
  <isbn13>9780801877537</isbn13>
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  <title>
    <![CDATA[Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media]]>
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    <![CDATA[<p>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. </p><p>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 &quot;interludes&quot; that focus exclusively on either key literary texts that foreshadow what we now call &quot;virtual reality,&quot; 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 &quot;novel&quot; 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.</p>]]>
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    <id>293453</id>
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    <average_rating>3.95</average_rating>
    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>2003</published>
</book>

        <book>
  <id type="integer">560905</id>
  <isbn>0803289936</isbn>
  <isbn13>9780803289932</isbn13>
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  <title>
    <![CDATA[Narrative across Media: The Languages of Storytelling]]>
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  <average_rating>3.33</average_rating>
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    <![CDATA[&lt;div&gt;Narratology has been conceived from its earliest days as a project that transcends disciplines and media. The essays gathered here address the question of how narrative migrates, mutates, and creates meaning as it is expressed across various media. <br/><br/>Dividing the inquiry into five areas: face-to-face narrative, still pictures, moving pictures, music, and digital media, <em>Narrative across Media</em> investigates how the intrinsic properties of the supporting medium shape the form of narrative and affect the narrative experience. Unlike other interdisciplinary approaches to narrative studies, all of which have tended to concentrate on narrative across language-supported fields, this unique collection provides a much-needed analysis of how narrative operates when expressed through visual, gestural, electronic, and musical means. In doing so, the collection redefines the act of storytelling. Although the fields of media and narrative studies have been invigorated by a variety of theoretical approaches, this volume seeks to avoid a dominant theoretical bias by providing instead a collection of concrete studies that inspire a direct look at texts rather than relying on a particular theory of interpretation. A contribution to both narrative and media studies, <em>Narrative across Media</em> is the first attempt to bridge the two disciplines.<br/><br/>&lt;/div&gt;]]>
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    <author>
    <id>293453</id>
        <name><![CDATA[Marie-Laure Ryan]]></name>
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  </authors>  <published>2004</published>
</book>

        <book>
  <id type="integer">2055515</id>
  <isbn>0415775124</isbn>
  <isbn13>9780415775120</isbn13>
  <text_reviews_count type="integer">1</text_reviews_count>
  <title>
    <![CDATA[The Routledge Encyclopedia of Narrative Theory]]>
  </title>
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  <link>http://www.goodreads.com/book/show/2055515.The_Routledge_Encyclopedia_of_Narrative_Theory</link>
  <average_rating>5.00</average_rating>
  <ratings_count>2</ratings_count>
  <description>
    <![CDATA[<p><p>The increasing interest in narrative theory as a focus of inquiry across multiple disciplines makes it imperative for scholars, teachers, and students to have access to an in-depth reference that cuts across disciplinary specializations to provide information about the core concepts, categories, distinctions, and technical nomenclatures that have grown up around the study of narrative in all of its guises. The <em>Routledge Encyclopedia of Narrative Theory</em> answers that need, providing a comprehensive and authoritative resource for students and researchers in the many disciplines drawing on concepts of storytelling and using methods of narrative analysis. </p><p>In addition to providing ample coverage of structuralist models and of the frameworks developed for the study of literary narratives, this reference also seeks to give a broad overview of paradigms for analyzing stories across a variety of media and genres--from film, television, opera, and digital environments, to gossip, sports broadcasts, comics and graphic novels, obituaries, and many more. The entries cover the history of the field, key terms and concepts, various schools and approaches, important debates, and a wide range of disciplinary contexts related to the field.</p><p>Featuring extensive cross-references and suggestions for further reading, this encyclopedia is invaluable for students and researchers in many fields, from literary studies, gender studies, and philosophy, to cognitive and social psychology, media studies, Artificial Intelligence, and the study of organizations, medicine, jurisprudence, and history.</p><p>Key Features:</p><p>* Comprehensive and truly interdisciplinary coverage, examining narrative issues across disciplines, media, genres, and cultural contexts</p><p>* Written by an international team of over 200 experts in from all over the world* Extensively cross-referenced and indexed</p><p>* Authoritative and up-to-date bibliographies and suggestions for further reading</p></p>]]>
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    <author>
    <id>293453</id>
        <name><![CDATA[Marie-Laure Ryan]]></name>
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    <average_rating>3.95</average_rating>
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    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>2007</published>
</book>

        <book>
  <id type="integer">530503</id>
  <isbn>0816646864</isbn>
  <isbn13>9780816646869</isbn13>
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  <title>
    <![CDATA[Avatars Of Story]]>
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  <average_rating>4.00</average_rating>
  <ratings_count>2</ratings_count>
  <description>
    <![CDATA[&lt;div&gt; Since its inception, narratology has developed primarily as an investigation of literary narrative fiction. Linguists, folklorists, psychologists, and sociologists have expanded the inquiry toward oral storytelling, but narratology remains primarily concerned with language-supported stories. In<em> Avatars of Story, </em>Marie-Laure Ryan moves beyond literary works to examine other media, especially electronic narrative forms.  By grappling with semiotic media other than language and technology other than print, she reveals how story, a form of meaning that transcends cultures and media,  achieves  diversity by presenting itself under multiple avatars.<br/>  <br/> Ryan begins by considering, among other texts, a 1989 Cubs-Giants baseball broadcast, the reality television show <em>Survivor,</em> and the film <em>The Truman Show.</em> In all these texts, she sees a narrative that organizes meaning without benefit of hindsight, anticipating the real-time dimension of computer games. She then expands her inquiry to new media. In a discussion covering text-based interactive fiction such as <em>Spider and Web </em>and <em>Galatea, </em>hypertexts such as <em>Califia </em>and <em>Patchwork Girl,</em> multimedia works such as <em>Juvenate, </em>Web-based short narratives, and <em>Façade,</em> a multimedia, AI-supported project in interactive drama, she focuses on how narrative meaning is affected by the authoring software, such as the Infocom parser, the Storyspace hypertext-producing system, and the programs Flash and Director. She also examines arguments that have been brought up against considering computer games such as <em>The Sims </em>and <em>EverQuest </em>as a form of narrative, and responds by outlining an approach to computer games that reconciles their imaginative  and strategic dimension. In doing so, Ryan distinguishes a wide spectrum of narrative modes, such as utilitarian, illustrative, indeterminate, metaphorical, participatory, emergent, and simulative.<br/>  <br/> Ultimately, Ryan stresses the difficulty of reconciling narrativity with interactivity and anticipates the time when media will provide new ways to experience stories.  <br/>  <br/> Marie-Laure Ryan is an independent scholar and the author of, most recently, <em>Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media.</em><br/> &lt;/div&gt;]]>
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    <id>293453</id>
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    <average_rating>3.95</average_rating>
    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
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  </authors>  <published>2006</published>
</book>

        <book>
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  <title>
    <![CDATA[Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media]]>
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  <average_rating>5.00</average_rating>
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  <description>
    <![CDATA[<p>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. </p><p>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 &quot;interludes&quot; that focus exclusively on either key literary texts that foreshadow what we now call &quot;virtual reality,&quot; 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 &quot;novel&quot; 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.</p>]]>
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    <author>
    <id>293453</id>
        <name><![CDATA[Marie-Laure Ryan]]></name>
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    <average_rating>3.95</average_rating>
    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>2001</published>
</book>

        <book>
  <id type="integer">6378122</id>
  <isbn>0253212421</isbn>
  <isbn13>9780253212429</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Cyberspace Textuality: Computer Technology and Literary Theory]]>
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  <small_image_url>http://www.goodreads.com/images/nocover-60x80.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/6378122-cyberspace-textuality</link>
  <average_rating>0.0</average_rating>
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    <![CDATA[Computers were once thought of as number-crunching machines; but for most of us it is their ability to create worlds and process words that have made them into a nearly indispensable part of life. As Jacques Leslie puts it, if computers are everywhere, it is because they have grown into &quot;poetry machines.&quot; The term &quot;cyberspace&quot; captures the growing sense that beyond - or perhaps on - the computer screen lies a &quot;New Frontier&quot; both enticing and forbidding, a frontier awaiting exploration, promising discovery, threatening humanistic values, hatching new genres of discourse, and alerting our relation to the written word. The purpose of this book is to explore the concepts of text and the forms of textuality currently emerging from the creative chaos of electronic technologies.  The essays gathered here address several needs in cybertext criticism: they engage in a critical, though not hostile, dialogue with the claims of the first generation developers and theorists; they search for a middle ground between a narrowly technical description of the works and general considerations about the medium; they outline a poetics tailor-made for electronic textuality, and they relate cybertexts to the major human, aesthetic and intellectual concerns of contemporary culture. Within the general territory of electronic textuality, they focus on three areas. The first section examines how postmodern thought has theorised the textual products of the recent electronic revolution, and how, conversely, these new forms of textuality challenge postmodern thought and call for an expansion of the analytical repertory of literary theory. The second section debates how, in an age that ties the sense of self to a sense of embodiment, identity is affected by the power of electronic technology to create virtual doubles of the body, and how it can it be constructed through electronic writing.  The last section gathers three &quot;performance texts&quot; which complete a feed-back loop between electronic and print culture, as they turn the critical investigation of cyberspace textuality into a quest for new forms of literary theoretical writing.]]>
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    <id>293453</id>
        <name><![CDATA[Marie-Laure Ryan]]></name>
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    <average_rating>3.95</average_rating>
    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>1999</published>
</book>

        <book>
  <id type="integer">2906686</id>
  <isbn>0253334659</isbn>
  <isbn13>9780253334657</isbn13>
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    <![CDATA[Cyberspace Textuality: Computer Technology and Literary Theory]]>
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    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
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  </authors>  <published>1999</published>
</book>

        <book>
  <id type="integer">2517179</id>
  <isbn>0801864887</isbn>
  <isbn13>9780801864889</isbn13>
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  <title>
    <![CDATA[Narrative As Virtual Reality: Immersion and Interactivity in Literature and Electronic Media]]>
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    <![CDATA[<p>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. </p><p>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 &quot;interludes&quot; that focus exclusively on either key literary texts that foreshadow what we now call &quot;virtual reality,&quot; 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 &quot;novel&quot; 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.</p>]]>
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    <author>
    <id>293453</id>
        <name><![CDATA[Marie-Laure Ryan]]></name>
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    <average_rating>3.95</average_rating>
    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>2000</published>
</book>

        <book>
  <id type="integer">1376554</id>
  <isbn>3261019506</isbn>
  <isbn13>9783261019509</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Rituel et poesie: Une lecture de Saint-John Perse]]>
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  <small_image_url>http://www.goodreads.com/images/nocover-60x80.jpg</small_image_url>
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    <average_rating>3.95</average_rating>
    <ratings_count>21</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>1977</published>
</book>

        <book>
  <id type="integer">1376553</id>
  <isbn>8449315727</isbn>
  <isbn13>9788449315725</isbn13>
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  <title>
    <![CDATA[La Narracion Como Realidad Virtual/Narrative As Virtual Reality: La Inmersion y la Interactividad en la Literatura y en los Medios Electronicos/Immersion ... in Literature and Electronic Media]]>
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        <name><![CDATA[Marie-Laure Ryan]]></name>
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