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Byrne, R. M. J. (2007). The rational imagination: How people create alternatives to reality. Cambridge: The MIT Press. (Original work published 2005).    
Added by: Mark Grimshaw-Aagaard 27/08/2011, 04:49
"One of the more surprising aspects of counterfactual imagination is that there are remarkable similiarities in what everyone imagines."  
The similarities in imaginative scenarios suggest "that there are "joints" in reality, junctures that attract everyone's attention."  
"people tend to change unusual events to make them more normal."  
"A counterfactual conditional [using the subjunctive mood] such as "if only he had been handsome, I would have married him" evokes two possibilities, an imaginary possibility in which the man is handsome and the speaker marries him, and a reality in which the man was not and she did not."  
"The negative counterfactual seems to propose that its antecedent is fake." The example Byrne uses is "if Oswald had not killed Kennedy then someone else would have." The presupposition, or antecedent, is that Oswald had killed Kennedy; the negative counterfactual proposes otherwise.  
"Inventions of new instances of a category appear to be structured by existing conceptual knowledge."  
"to think counterfactually is to think causally" (p.6). Byrne traces such thinking to Hume and Mill but counterfactual and causal thoughts are sometimes divergent. e.g. Taxi driver refuses ride to couple who then take their own car. Taxi driver drives safely over bridge; shortly after, as the couple drive over it, the bridge collapses and kills them. The cause of the bridge collapsing was not the taxi driver's refusal yet people still blame the driver for the deaths. "If only he had given the couple a ride!"  
Discussing the number of possibilities people imagine/infer when given a proposition.

1. Conjunction -- A went to stables and rode S. (1 possibility.)
2. Bicondition -- If, and only if, A went to stables, she rode S. (2 possibilities.)
3. Conditional -- If A went to stables, she rode S. (3 possibilities.)
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 21/08/2006, 15:46
"The experience of being transported to an elaborately simulated place is pleasurable in itself, regardless of the fantasy content. We refer to this experience as immersion."  
Discussing video games and the equation between real-world movements (mouse, keyboard input) and virtual world movements, "this is not a passive board game but a live-action stage."  
"We are all gradually becoming part of a worldwide repertory company."  
"A stirring narrative in any medium can be experienced as a virtual reality because our brains are programmed to tune into stories with an intensity that can obliterate the world around us."  
There are two ways to spatially navigate interactive texts: the maze is a conditional progression towards one outcome whereas the rhizome proposes many possible outcomes. Murray suggests that a labrynth "as a participatory narrative form would seem to lie somewhere between the two, in stories that are goal driven enough to guide narrative but open-ended enough to allow free navigation."  
Immersion is a participatory activity.
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