Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? The author demonstrates in this book that the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions.
Providing coverage of structuralist models and of the frameworks developed for the study of literary narratives, this reference also seeks to give an overview of paradigms for analyzing stories across a variety of media and genres - from film, television, opera, and digital environments, to gossip, sports broadcasts, and comics and graphic novels.