passa ai contenuti
Hamlet on the holodeck : the future of narrative in cyberspace Anteprima di questo documento
ChiudiAnteprima di questo documento
Stiamo controllando…

Hamlet on the holodeck : the future of narrative in cyberspace

Autore: Janet Horowitz Murray
Editore: New York : Free Press, ©1997.
Edizione/Formato:   Libro : EnglishVedi tutte le edizioni e i formati
Banca dati:WorldCat
Sommario:
"Can we imagine a world in which Homer's lyre and Gutenberg's press have given way to virtual reality environments like the Star Trek holodeck? Murray sees the harbingers of such a world in the fiction of Borges and Calvino, movies like Groundhog Day, and the videogames and Web sites of the 1990s. Where is our map for this new frontier, and what can we hope to find in it? What will it be like to step into our own  Per saperne di più…
Voto:

basato su 1 voto(i) 0 con commenti - Diventa il primo.

Soggetti
Altri come questo

 

Trova una copia in biblioteca

&AllPage.SpinnerRetrieving; Stiamo ricercando le biblioteche che possiedono questo documento…

Dettagli

Tipo documento: Book
Tutti gli autori / Collaboratori: Janet Horowitz Murray
ISBN: 0684827239 9780684827230
Numero OCLC: 36446940
Descrizione: xii, 324 p. ; 25 cm.
Contenuti: Introduction: A Book Lover Longs For Cyberdrama --
Pt. I. A New Medium for Storytelling. 1. Lord Burleigh's Kiss. 2. Harbingers of the Holodeck. 3. From Additive to Expressive Form --
Pt. II. The Aesthetics of the Medium. 4. Immersion. 5. Agency. 6. Transformation --
Pt. III. Procedural Authorship. 7. The Cyberbard and the Multiform Plot. 8. Eliza's Daughters --
Pt. IV. New Beauty, New Truth. 9. Digital TV and the Emerging Formats of Cyberdrama. 10. Hamlet on the Holodeck?
Responsabilità: Janet H. Murray.
Maggiori informazioni:

Abstract:

"Can we imagine a world in which Homer's lyre and Gutenberg's press have given way to virtual reality environments like the Star Trek holodeck? Murray sees the harbingers of such a world in the fiction of Borges and Calvino, movies like Groundhog Day, and the videogames and Web sites of the 1990s. Where is our map for this new frontier, and what can we hope to find in it? What will it be like to step into our own stories for the first time, to change our vantage point at will, to construct our own worlds or change the outcome of a compelling adventure, be it a murder mystery or a torrid romance? Taking up where Marshall McLuhan left off, Murray offers profound and provocative answers to these and other questions." "She discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the state of "immersion," of participating in a text to such an extent that you literally get lost in a story and obliterate the outside world from your awareness. She dissects the titillating effect of cyber-narratives in which stories never climax and never end, because everything is morphable, and there are always infinite possibilities for the next scene. And she introduces us to enchanted landscapes populated by witty automated characters and inventive, role-playing interactors, who together make up a new kind of commedia dell'arte."--BOOK JACKET.

Commenti

Commenti degli utenti
Recuperando commenti GoodReads…
Stiamo recuperando commenti DOGObooks

Etichette

Diventa il primo.

Documenti simili

Soggetti correlati:(10)

Liste di utenti con questo documento (11)

Conferma questa richiesta

Potresti aver già richiesto questo documento. Seleziona OK se si vuole procedere comunque con questa richiesta.

Dati collegati


<http://www.worldcat.org/oclc/36446940>
library:oclcnum"36446940"
library:placeOfPublication
library:placeOfPublication
owl:sameAs<info:oclcnum/36446940>
rdf:typeschema:Book
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
<http://id.loc.gov/authorities/subjects/sh85089833>
rdf:typeschema:Intangible
schema:name"Narration (Rhetoric)--Forecasting."@en
schema:name"Narration (Rhetoric)"@en
schema:about
schema:about
schema:copyrightYear"1997"
schema:creator
schema:datePublished"1997"
schema:description"Introduction: A Book Lover Longs For Cyberdrama -- Pt. I. A New Medium for Storytelling. 1. Lord Burleigh's Kiss. 2. Harbingers of the Holodeck. 3. From Additive to Expressive Form -- Pt. II. The Aesthetics of the Medium. 4. Immersion. 5. Agency. 6. Transformation -- Pt. III. Procedural Authorship. 7. The Cyberbard and the Multiform Plot. 8. Eliza's Daughters -- Pt. IV. New Beauty, New Truth. 9. Digital TV and the Emerging Formats of Cyberdrama. 10. Hamlet on the Holodeck?"@en
schema:exampleOfWork<http://worldcat.org/entity/work/id/41896825>
schema:genre"Criticism, interpretation, etc."@en
schema:inLanguage"en"
schema:name"Hamlet on the holodeck : the future of narrative in cyberspace"@en
schema:numberOfPages"324"
schema:publisher
schema:reviews
rdf:typeschema:Review
schema:itemReviewed<http://www.worldcat.org/oclc/36446940>
schema:reviewBody""Can we imagine a world in which Homer's lyre and Gutenberg's press have given way to virtual reality environments like the Star Trek holodeck? Murray sees the harbingers of such a world in the fiction of Borges and Calvino, movies like Groundhog Day, and the videogames and Web sites of the 1990s. Where is our map for this new frontier, and what can we hope to find in it? What will it be like to step into our own stories for the first time, to change our vantage point at will, to construct our own worlds or change the outcome of a compelling adventure, be it a murder mystery or a torrid romance? Taking up where Marshall McLuhan left off, Murray offers profound and provocative answers to these and other questions." "She discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the state of "immersion," of participating in a text to such an extent that you literally get lost in a story and obliterate the outside world from your awareness. She dissects the titillating effect of cyber-narratives in which stories never climax and never end, because everything is morphable, and there are always infinite possibilities for the next scene. And she introduces us to enchanted landscapes populated by witty automated characters and inventive, role-playing interactors, who together make up a new kind of commedia dell'arte."--BOOK JACKET."
schema:url
schema:workExample

Content-negotiable representations

Chiudi finestra

Per favore entra in WorldCat 

Non hai un account? Puoi facilmente crearne uno gratuito.