Marie-Laure Ryan's articles on Cyberculture

2007“Self-Reference in Web Art.” Self-Reference in the Media. Ed. Winfried Nöth. Berlin: Walter De Gruyter.

2007 “Fictional Worlds in the Digital Age.” A Companion to Digital Literary Studies. Eds. Susan Schreibman and Ray Siemens. London: Blackwell.

2007 "Computer Games as Narrative: The Ludology vs. Narrativism Controversy" Dichting Digital 36

2006 “Narratividad y videojugos” (Spanish translation of my presentation at Kosmopolis 2006 in Barcelona)


2006. Entre la culture de masse et la littérature expérimentale: sur l’avenir narratif des textes numériques. Créations de récits pour les fictions interactives. Eds. Nicolas Szilas et Jean-Hugues Réty. Paris : Editions Hermès/Lavoisier. 99-130.

2005. "Peeling the Onion: Layers of Interactivity in Narrative Digital Texts."


2005. Narrative and the Split Condition of Digital Textuality. Dichtung Digital


2005. "Digital Narrative: Learning to Think With the Medium."Blackwell Companion to Narrative, eds. James Phelan and Peter Rabinowitz.

2004. "Cyberspace, Cybertexts, Cybermaps" Dichtung Digital

2004 "Metaleptic Machines " Semiotica 150-1/4, 439-69.

2004. "Will New Media Produce New Narratives ?" Narrative Across Media. Ed. Marie-Laure Ryan. University of Nebraska Press.

2004. "Multivariant Narratives" Blackwell Companion to Digital Humanities. 415-430. London: Blackwell. Eds. Susan Schreibman, Ray Siemens and John Unsworth.


The link takes you to the whole book

2002. "Searching for a Story." Frame: tijdschrift voor literatuurwetenschap 16/1: 19-35.

2001. "Beyond Myth and Metaphors: Narrativity in Digital Media." Gamestudies

1999."Introduction" and "Cyberspace, Virtuality and the Text." Both in Cyberspace Textuality: Computer Technology and Literary Theory. Ed. Marie-Laure Ryan. Indiana University Press. 1-29 and 78-107.

1998. "What is the Point of Compulit ?" Semiotica 118-1/2, 147-163.

1997. "Interactive Drama: Narrativity in a Highly Interactive Environment." Modern Fiction Studies 43.3, 677-707.

1994. "Immersion versus Interactivity: Virtual Reality and Literary Theory." Postmodern Culture, September 1994. Print version: Sub/Stance 89 (1999), 110-137. Korean translation in Poetika, 1997, 146-187.

1987. "The Heuristics of Automated Story Generation." Poetics 16: 515-534.


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