Critical Studies Research 3

Narrative as Virtual Reality, Marie-Laure Ryan.

Source – Ryan, M.L, 2001. Narrative As Virtual Reality, Baltimore, Maryland: The John Hopkins University Press.

Chapter five – Immersive Paradoxes, Temporal and Emotional Immersion

“Emotional participation in the fate of imaginary characters” – is this because we see the character as a real person? In first person games we are looking through the eyes of the character, and experiencing what they are first hand. With third person we can witness the character much like in a film as they progress through the story.

“Character’s possess…mimetic dimension of pseudo-human beings” – we become attached because we see them as alter egos of the people we see in everyday life.

“ Where else but in a novel can we penetrate into the most guarded and the most fascinating of realms, the inner workings of a foreign consciousness?” _ This is a good quote as it shows how the fictional reality is an escape from the normal everyday life. A few people said stuff about this on the critical chats, so it may be useful to look back at them.

Ryan also goes into how as human beings we are more likely to be affected by someone we know than total strangers, which means that within games we gain an emotional attachment to the character, which in turn makes us more immersed.


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