<p><b>Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction.</b></p><p>Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America</p><p>Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive ¿world¿ aspect of texts and their interactive ¿game¿ dimension? As Marie-Laure Ryan demonstrates in <i>Narrative as Virtual Reality 2</i>, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. </p><p>Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs tradi