{"title":"A Confusion of Virtual Reality and Reality in the VR Video Game-based Film 《Avalon》: With a Focus on the Notions of Self, Make-believe, and Legend","authors":"Soung-su Kim","doi":"10.32611/jgcc.2022.8.52.93","DOIUrl":null,"url":null,"abstract":"As virtual reality technology continues to develop and become known to the public, SF films featuring VR video games have often been produced. Among them, a film 《Avalon》(2001) produced by Mamoru Oshii of Japan, famous for directing the animation 《Ghost in the Shell》(1995) is considered an art film masterpiece by SF enthusiasts, though it has failed in popular box office. Since film audiences enter the virtual world from the real world through the screen, the film 《Avalon》 which is related to VR metaverse video games, can be understood as a double embodiment of the virtual. This could be in line with the concept of ‘make-believe’ in the Kendall L. Walton's mimesis theory. This is because the self of a human being is happily deceived by various mechanical devices that implement VR and enjoys the virtual world by being confused between the virtual and the real. In this paper, the film 《Avalon》 is examined from the perspective of ‘the virtual and the real’. The film is interpreted with the conceptual tools such as legends, the virtual world, the self, ‘make-believe’ and mythical cultural archetypes. Thus, it can be seen that director Mamoru Oshii produced the religious SF film 《Avalon》 under the background of mind-body dualism and the self experiencing various levels of reality, and wanted to portray the virtual reality space of video games which does not exist in reality. On the battlefield of the video game, the character of the game player has to be killed and revived countless times. The confusion between virtual and reality is the core notion of the movie. The lives of the 21st century people seem to be somewhere in the middle of fantasy, heroism, samsara and video games, and cyberculture where second selves are created. It seems that 《Avalon》 wants to portray our reality in the fable of a VR video game movie.","PeriodicalId":161830,"journal":{"name":"Academic Association of Global Cultural Contents","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Academic Association of Global Cultural Contents","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32611/jgcc.2022.8.52.93","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
As virtual reality technology continues to develop and become known to the public, SF films featuring VR video games have often been produced. Among them, a film 《Avalon》(2001) produced by Mamoru Oshii of Japan, famous for directing the animation 《Ghost in the Shell》(1995) is considered an art film masterpiece by SF enthusiasts, though it has failed in popular box office. Since film audiences enter the virtual world from the real world through the screen, the film 《Avalon》 which is related to VR metaverse video games, can be understood as a double embodiment of the virtual. This could be in line with the concept of ‘make-believe’ in the Kendall L. Walton's mimesis theory. This is because the self of a human being is happily deceived by various mechanical devices that implement VR and enjoys the virtual world by being confused between the virtual and the real. In this paper, the film 《Avalon》 is examined from the perspective of ‘the virtual and the real’. The film is interpreted with the conceptual tools such as legends, the virtual world, the self, ‘make-believe’ and mythical cultural archetypes. Thus, it can be seen that director Mamoru Oshii produced the religious SF film 《Avalon》 under the background of mind-body dualism and the self experiencing various levels of reality, and wanted to portray the virtual reality space of video games which does not exist in reality. On the battlefield of the video game, the character of the game player has to be killed and revived countless times. The confusion between virtual and reality is the core notion of the movie. The lives of the 21st century people seem to be somewhere in the middle of fantasy, heroism, samsara and video games, and cyberculture where second selves are created. It seems that 《Avalon》 wants to portray our reality in the fable of a VR video game movie.
随着虚拟现实技术的不断发展和为公众所熟知,以VR视频游戏为主题的科幻电影也经常出现。其中,曾执导动画片《攻壳机动队》(1995年)的日本押井守导演的电影《阿瓦隆》(2001年)虽然票房惨淡,但被科幻爱好者认为是艺术电影的杰作。由于电影观众是通过屏幕从现实世界进入虚拟世界的,所以与VR虚拟世界电子游戏相关的电影《阿瓦隆》可以理解为虚拟的双重体现。这可能符合肯德尔·沃尔顿(Kendall L. Walton)模仿理论中的“假装”概念。这是因为人的自我被实现VR的各种机械设备愉快地欺骗,在虚拟与现实的混淆中享受虚拟世界。本文从“虚与实”的角度来审视电影《阿瓦隆》。这部电影是用传说、虚拟世界、自我、“虚构”和神话文化原型等概念工具来诠释的。由此可见,押井守导演在心身二元论和自我体验不同层次现实的背景下,制作了宗教科幻电影《阿瓦隆》,想要描绘现实中不存在的电子游戏虚拟现实空间。在电子游戏的战场上,游戏玩家的角色必须被无数次杀死和复活。虚拟与现实的混淆是这部电影的核心概念。21世纪人们的生活似乎处于幻想、英雄主义、轮回、电子游戏和创造第二自我的网络文化的中间。《阿瓦隆》似乎想用VR游戏电影的寓言来描绘我们的现实。