Can we imagine a world in which Homer's Iyre 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. Equal parts daydream and how-to, Hamlet on the Holodeck is a brilliant blend of imagination and techno-wizardry that will provoke readers and guide writers for years to come.
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Release date
February 2, 2016 -
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Kindle Book
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OverDrive Read
- ISBN: 9781439136133
- File size: 1242 KB
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- ISBN: 9781439136133
- File size: 1242 KB
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Languages
- English
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Reviews
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Publisher's Weekly
June 30, 1997
Intelligent and carefully researched, this report from the more erudite side of cyberspace focuses on the impact of interactive media on the narrative (i.e., story-telling) imagination, and vice versa. Murray, a former programmer and a humanities professor at MIT since 1971, has taught electronic fiction writing since the early 1990s to the world's most hard-core hackers, finding herself "drawn to imagining a cyberdrama of the future by the same fascination that draws me to the Victorian novel." Here, she debunks the notion that nonlinear storytelling began with the point-and-click wanderings of hypertext, demonstrating the desire to tell multiple stories simultaneously in numerous writers from Homer to Tolstoy. She contends that because the "space" of the story and its outcome are dependent on the reader, however, electronic writing gives the reader the kind of "agency"--"the satisfying power to take meaningful action and see the results of our decisions and choices"--previously found only in audience participation-based arts. Virtual characters like "Julia," who "lives" in chat rooms and responds to those who engage her in conversation, may just expand our definition of fiction. After musing over plot algorithms and speculating about cyberdrama, Murray ends with the heartening prediction that developments in fiction-writing software will increasingly allow those of us who are bored by war-related video games to experience the benefits of "a computer-based literature" that "might help us recognize ourselves in the machine without a sense of degradation." -
Library Journal
Starred review from July 1, 1997
There's something a bit threatening and yet more than a little thrilling about the idea central to Murray's work: Can we already be at the cusp of a bona fide new medium of communication, one that will marry the power of the narrative with the vast capabilities of the computer? Murray, a longtime humanities computing guru at MIT, insists that we are, convincing us that the attraction of writers for cyperspace is as irresistible as it is persistent. Already, she argues, numerous novelists, playwrights and filmmakers are poised for the move toward multiform stories, digital formats, and, of course, increased interactivity. Murray's ruminations are dramatic, compelling, and almost as hypnotic as drama itself, be it real (and steeped in tradition) or virtually imagined. Heartily recommended for scholars and all fanatics of the brave new world.--Geoff Rotunno, "Tri-Mix" Magazine, Goleta, Cal. -
Booklist
July 1, 1997
Murray clicks on computerized fiction creation today and speculates how incipient technologies will shape storytelling tomorrow. Once a computer programmer and now an MIT literature professor, Murray adopts a positive view of "cyberliterature" that might allow a "reader" to navigate a story's landscape, alter its plot, and even interact directly with its characters. Rather than decry this as a dystopian demise of the imagination that comes from reading, Murray believes it will enhance the imaginative encounter with fiction. She details things already being created on the Web, such as customized episodes of popular movies and TV programs and CD games like "Myst," in which the player becomes integral to the action. From these she defines characteristic features of the new literature, especially the participation of the "interactor," and proceeds to wonder what aesthetic quality might emerge from an infinitely malleable storytelling environment. Murray is confident a digitally adept Tolstoy will master the media, and aspirants to the count's laurels will find in this work many conceptual ideas to play with. ((Reviewed July 1997))(Reprinted with permission of Booklist, copyright 1997, American Library Association.)
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Formats
- Kindle Book
- OverDrive Read
- EPUB ebook
subjects
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- English
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