Marie-Laure Ryan's articles on Cyberculture

2015. Interview with LUTHOR journal, Argentina.

2015. “Emotional vs. Strategic Conceptions of Space in Digital Narratives.” Interactive Digital Narrative: History, Theory, and Practice. Eds.Hartmut Koenitz, Mads Haahr, Digdem Sezen, Gabriele Ferri, and Tonguç Sezen. London: Routledge, 106-120.

2015. “Transmedia Storytelling: Industry Buzzword or New Narrative Experience?” Storyworlds. 7.2 (2015), 1-20.

2014. “In Defense of Immersion” (Reply to Rob Gallagher’s “Skyrim Roleplay”).

2013. “Transmedial Storytelling and Transfictionality.” Poetics Today 34.3, 362-88..

2012. “ Self-reflexivity and Dysfunctionality.” Between Page and Screen: Remaking Literature Through Cinema and Cyberspace. Ed. Kiene Brillenburg Wurth. New York: Fordham University Press.127-143.

2011. “Meaning as Spectacle: Verbal Art in the Digital Age.” Why Study Literature. Eds. Jan Alber, Stefan Iversen, Louise Brix Jacobsen, Rikke Andersen Kraglund, Henrik Skov Nielsen and Camilla Møhring Reestorff. University of Aarhus Press.

2011. "Peeling the Onion: Layers of User Participation in Digital Narrative Texts." New Narratives: Stories and Storytelling in the Digital Age. Eds. Ruth Page and Bronwen Thomas. Lincoln: University of Nebraska P. 35-62.

2010. “Between Play and Politics: Dysfunctionality in Web Art.” Electronic Book Review.

2009. “From Playfields to Fictional Worlds: A Second Life for Ariosto.” New Literary History 40.1, Winter 2009, 159-77. (Special issue on Play.)
Whole text on

2009. “From Narrative Games to Playable Stories: Towards a Poetics of Interactive Narrative.” Storyworlds: A Journal of Narrative Studies 1.1 (2009), 433-60.

2008 “Interactive Narrative, Plot Types, and Interpersonal Relations. ” Interactive Storytelling: Proceedings of 1st ICIDS 2008. Eds. Nicolas Szilas and Ulrike Spierling. Berlin: Springer Verlag. 6-13.

2008 "What Has the Computer Done for the Word?" Genre XLI, vol 3-4, Fall-Winter 2008, 33-58. Special issue on digital media, ed. Will Slocumb.

2007. Narrative and the Split Condition of Digital Textuality. Reading and Playing in ProgrammableMedia. Eds. Peter Gendolla and Jörgen Schäfer..257-280. Transcript Publishers/Transaction Publishers.

2007 “Jeux narratifs, fictions ludiques.” Intermédialités 9,15-34. Special issue “Jouer,” ed. Bernard Perron.

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. 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. "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.

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" Cyberspace Textuality: Computer Technology and Literary Theory. Ed. Marie-Laure Ryan. Indiana University Press. 1-29

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

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.