Expanding the magic circle: Immersive storytelling that trains environmental perception

Natalie Doonan, Luana Oliveira, Christopher Ravenelle
{"title":"Expanding the magic circle: Immersive storytelling that trains environmental perception","authors":"Natalie Doonan, Luana Oliveira, Christopher Ravenelle","doi":"10.1177/13548565231178917","DOIUrl":null,"url":null,"abstract":"Scholarship on immersion in simulated environments often emphasizes cognitive immersion, or the suspension of disbelief that takes place in an illusionistic space that simulates reality, making the fact of mediation disappear in the experience. Marie-Laure Ryan writes that: “immersivity can be understood in two ways: in a properly VR sense, as the technology-induced experience of being surrounded by data, and in a narrative sense... as being imaginatively captivated by a storyworld” (230). Both of these definitions rest on the notion of cognitive immersion. Grounded in the field of post-dramatic multimedia performance, this paper will focus instead on immersive storytelling that activates the senses in a phenomenological experience. Rather than transporting the spectator into a fictional imaginary space, post-dramatic multimedia performance aims to make participants aware of their presence in the here and now (Klich and Scheer, 128). This paper will describe an immersive storytelling project that integrates virtual reality (VR) into live participatory performance events that take place outdoors. The paper is co-authored by an artist-researcher and two students who are working as research assistants on this project. We recount our creative research process in developing a pervasive game, which Montola defines as a “game that has one or more salient features that expand the contractual magic circle of play socially, spatially or temporally” (2005, 3). This game is played in a park and at key moments, inside VR environments that simulate that same park. The purpose of the game is to attune participants to the species in that particular environment.","PeriodicalId":47242,"journal":{"name":"Convergence-The International Journal of Research Into New Media Technologies","volume":"9 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2023-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Convergence-The International Journal of Research Into New Media Technologies","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/13548565231178917","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

Abstract

Scholarship on immersion in simulated environments often emphasizes cognitive immersion, or the suspension of disbelief that takes place in an illusionistic space that simulates reality, making the fact of mediation disappear in the experience. Marie-Laure Ryan writes that: “immersivity can be understood in two ways: in a properly VR sense, as the technology-induced experience of being surrounded by data, and in a narrative sense... as being imaginatively captivated by a storyworld” (230). Both of these definitions rest on the notion of cognitive immersion. Grounded in the field of post-dramatic multimedia performance, this paper will focus instead on immersive storytelling that activates the senses in a phenomenological experience. Rather than transporting the spectator into a fictional imaginary space, post-dramatic multimedia performance aims to make participants aware of their presence in the here and now (Klich and Scheer, 128). This paper will describe an immersive storytelling project that integrates virtual reality (VR) into live participatory performance events that take place outdoors. The paper is co-authored by an artist-researcher and two students who are working as research assistants on this project. We recount our creative research process in developing a pervasive game, which Montola defines as a “game that has one or more salient features that expand the contractual magic circle of play socially, spatially or temporally” (2005, 3). This game is played in a park and at key moments, inside VR environments that simulate that same park. The purpose of the game is to attune participants to the species in that particular environment.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
扩大魔法圈:沉浸式讲故事训练环境感知
关于沉浸在模拟环境中的学术研究通常强调认知沉浸,或者在模拟现实的幻觉空间中暂停怀疑,使冥想的事实在体验中消失。Marie-Laure Ryan写道:“沉浸感可以从两种角度来理解:在VR意义上,作为被数据包围的技术诱导的体验,以及在叙事意义上……被一个充满想象力的故事世界所吸引”(230)。这两种定义都基于认知沉浸的概念。基于后戏剧多媒体表演领域,本文将专注于在现象学体验中激活感官的沉浸式叙事。后戏剧多媒体表演的目的不是将观众带入一个虚构的想象空间,而是让参与者意识到他们在此时此地的存在(Klich和Scheer, 128)。本文将描述一个沉浸式叙事项目,该项目将虚拟现实(VR)集成到户外进行的现场参与式表演活动中。这篇论文是由一名艺术家研究员和两名学生共同撰写的,他们在这个项目中担任研究助理。我们叙述了我们在开发一款普及游戏的创造性研究过程,Montola将其定义为“具有一个或多个显著特征的游戏,可以扩展社交、空间或时间上的契约魔法圈”(2005,3)。这款游戏是在公园中进行的,在关键时刻,在模拟同一公园的VR环境中进行。游戏的目的是将参与者与特定环境中的物种协调起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
期刊最新文献
Managing the visibility of dissent: Stigma, social media, and family relationships among Azerbaijani activists Producing intimacy in virtual reality From permissive to resistive tactics: How audience members engage with and make sense of datafied journalism No Cap: ASCAP and the fragmentation of music publishing Digital placemaking and its discontents: Exploring practices, power relations, and socio-spatial dynamics in Salzburg’s ‘Andräviertel’
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1