ISBN13: | 9780367626709 |
ISBN10: | 0367626705 |
Binding: | Hardback |
No. of pages: | 218 pages |
Size: | 229x152 mm |
Weight: | 500 g |
Language: | English |
Illustrations: | 14 Illustrations, black & white; 14 Halftones, black & white; 5 Tables, black & white |
638 |
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Reading Digital Fiction
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Reading Digital Fiction showcases medium- and platform-specific methods of reader response research by analysing and theorising five generations of digital fiction and their reading including hypertext fiction, hypermedia fiction, 3D-narrative video games, app fiction, and virtual reality.
Reading Digital Fiction offers the first comprehensive and systematic theoretical, methodological, and analytical examination of digital fiction from a cognitive and empirical perspective. Proposing the new concept of ?medial reading?, it argues for the centrality of an audience?s interest in, awareness of and/or attention to the medium in which a text is produced and received, and which we argue should be applied to reader data across media. The book analyses and theorises five generations of digital fiction and their reading including hypertext fiction, hypermedia fiction, narrative video games, app fiction, and virtual reality. It showcases medium- and platform-specific methods of qualitative reader response research across a variety of contexts and settings from screen-based and embodied interaction to gallery installation, and from reading group and individual interview to think-aloud methodologies. The book thus addresses the unique affordances of digital fiction reading by designing and reporting on new empirical studies focusing on hypertextuality, interactivity, immersion, as well as medium-specific forms of textual ?you?, ontological ambiguity, reader orientation and empathy. In so doing, the book refines, critiques, and expands cognitive, transmedial, and empirical narratology and stylistics by placing the reader of these new narratives front and centre.
The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons [Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND)] 4.0 license.
Acknowledgements
Chapter 1. Introduction: Digital Fiction, Empirical Research, and Medial Reading
Chapter 2. Second-Person Narration in Ludic Hypermedia Fiction
Chapter 3. Hyperlinks in Hypertext Fiction
Chapter 4. Immersion in Literary Games
Chapter 5. App-Fiction and the Ethics of Ontological Ambiguity
Chapter 6. Orientation and Empathy in VR Fiction
Chapter 7. Conclusion: Medially Reading Digital Fiction
References
Index