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Article: Narrative virtual reality as a memory machine

TitleNarrative virtual reality as a memory machine
Authors
Keywords360° film
cinematic virtual reality
embodiment
immersion
interactivity
memory
narrative virtual reality
trauma
virtual reality
Issue Date13-Mar-2025
PublisherSAGE Publications
Citation
Convergence: The International Journal of Research into New Media Technologies, 2025, v. 31, n. 4 How to Cite?
AbstractSince 2014, a new narrative medium has been emerging that is delivered through virtual reality headsets. This paper theorizes narrative virtual reality as a new filmic medium with new and unique affordances that facilitate narrating and sharing memories. In contradistinction to the much-discussed concept of VR as an ‘empathy machine’, we propose to think of VR as a memory machine. This capability of VR is reflected in the proliferation of memory-related content in narrative VR and its early adoption in public history. Narrating and sharing individual and collective traumatic memories have featured prominently in narrative VR. Three unique properties enable a recipient of narrative VR, the immersant, to experience someone else’s memories: embodiment, immersion, and interactivity. First, embodiment allows the immersant to assume the role of the person who remembers or a person that is being remembered. Second, immersion enables the virtual transportation to a past setting that is remembered. Third, since VR always offers at least some form of interactivity, narrative VR permits the immersant to have agency within the remembered narrative. These three aspects combine to provide a qualitatively richer experience of memories in VR than was possible in conventional narrative media. We show how creators have leveraged these specific affordances of VR in support of narrating memories by analyzing two case-studies. First, we look at an example of traumatic collective memory in The Book of Distance (2020), which narrates a family history of forced removal and internment of Japanese immigrants in Canada during World War II from the perspective of the victim’s grandson. Second, we discuss Is Anna Ok? (2018), which lets the immersant experience two sisters' memories of traumatic brain injury, once from the perspective of the injured victim and once from the sister who witnessed the accident.
Persistent Identifierhttp://hdl.handle.net/10722/362802
ISSN
2023 Impact Factor: 2.4
2023 SCImago Journal Rankings: 1.000

 

DC FieldValueLanguage
dc.contributor.authorGruenewald, Tim-
dc.contributor.authorChen, Cecilia-
dc.date.accessioned2025-10-01T00:35:22Z-
dc.date.available2025-10-01T00:35:22Z-
dc.date.issued2025-03-13-
dc.identifier.citationConvergence: The International Journal of Research into New Media Technologies, 2025, v. 31, n. 4-
dc.identifier.issn1354-8565-
dc.identifier.urihttp://hdl.handle.net/10722/362802-
dc.description.abstractSince 2014, a new narrative medium has been emerging that is delivered through virtual reality headsets. This paper theorizes narrative virtual reality as a new filmic medium with new and unique affordances that facilitate narrating and sharing memories. In contradistinction to the much-discussed concept of VR as an ‘empathy machine’, we propose to think of VR as a memory machine. This capability of VR is reflected in the proliferation of memory-related content in narrative VR and its early adoption in public history. Narrating and sharing individual and collective traumatic memories have featured prominently in narrative VR. Three unique properties enable a recipient of narrative VR, the immersant, to experience someone else’s memories: embodiment, immersion, and interactivity. First, embodiment allows the immersant to assume the role of the person who remembers or a person that is being remembered. Second, immersion enables the virtual transportation to a past setting that is remembered. Third, since VR always offers at least some form of interactivity, narrative VR permits the immersant to have agency within the remembered narrative. These three aspects combine to provide a qualitatively richer experience of memories in VR than was possible in conventional narrative media. We show how creators have leveraged these specific affordances of VR in support of narrating memories by analyzing two case-studies. First, we look at an example of traumatic collective memory in The Book of Distance (2020), which narrates a family history of forced removal and internment of Japanese immigrants in Canada during World War II from the perspective of the victim’s grandson. Second, we discuss Is Anna Ok? (2018), which lets the immersant experience two sisters' memories of traumatic brain injury, once from the perspective of the injured victim and once from the sister who witnessed the accident.-
dc.languageeng-
dc.publisherSAGE Publications-
dc.relation.ispartofConvergence: The International Journal of Research into New Media Technologies-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.subject360° film-
dc.subjectcinematic virtual reality-
dc.subjectembodiment-
dc.subjectimmersion-
dc.subjectinteractivity-
dc.subjectmemory-
dc.subjectnarrative virtual reality-
dc.subjecttrauma-
dc.subjectvirtual reality-
dc.titleNarrative virtual reality as a memory machine-
dc.typeArticle-
dc.identifier.doi10.1177/13548565251320727-
dc.identifier.scopuseid_2-s2.0-105000178838-
dc.identifier.volume31-
dc.identifier.issue4-
dc.identifier.eissn1748-7382-
dc.identifier.issnl1354-8565-

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