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Hamlet on the Holodeck: The Future of…
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Hamlet on the Holodeck: The Future of Narrative in Cyberspace (origineel 1997; editie 1998)

door Janet H. Murray (Auteur)

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"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."--Jacket.… (meer)
Lid:mcoverton
Titel:Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Auteurs:Janet H. Murray (Auteur)
Info:The MIT Press (1998), Edition: 1st, 336 pages
Verzamelingen:Jouw bibliotheek, Aan het lezen, Verlanglijst, Te lezen, Gelezen, maar niet in bezit, Favorieten
Waardering:
Trefwoorden:to-read

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Hamlet on the Holodeck: The Future of Narrative in Cyberspace door Janet H. Murray (1997)

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Toon 3 van 3
Outstanding at parts, particularly in the meatier sections in the middle of the book that deal with emergence, agency and the possibilities of kaleidoscopic progression in digital narrative. This is certainly a must for anyone who wants to work with story-telling on digital formats. The only issue I would have would be in the slightly shallow handling of the first and last couple of chapters, which wind the book up and round it down a little poorly. Either way, I would still recommend this as a fascinating and in-depth study that draws many interesting conclusions. ( )
  ephemeral_future | Aug 20, 2020 |
A forecast of possible ways in which the future will use our desire for narrative. The projections repay further study. ( )
  DinadansFriend | Nov 2, 2013 |
The computer as a medium for storytelling opens up many new narrative forms. Murray, who brings a classical literature background to the field, argues for the role of the author also in interactive media. The picture she paints is most closely related to roleplay, where an "author" has created the arena, the props and the core plots for the participating actors. Improvisation in a commedia dell’arte sense, where the actors play fixed characters in a repertoire of standard scenes, is another important element.
  jonas.lowgren | May 26, 2011 |
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All media as extensions of ourselves serve to provide new transforming vision and awareness.—Marshall McLuhan
Our various improvements not only mark a diminution of the function improved upon . . . but they also work to dissolve some of the fundamental authority of the human itself. We are experiencing the gradual but steady erosion . . . of the species itself.—Sven Birkerts
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The birth of a new medium of communication is both exhilarating and frightening.
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"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."--Jacket.

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