Art as Experience, Experience as Art: Towards a VR Theory of VR
As virtual reality experiences increasingly become more commonplace, a similar debate has begun to emerge. In studying VR experiences, what analytic frameworks should be employed to understand them?
Although humanities-based scholarship concerning VR experiences is still in its infancy, what little has been written has often approached VR through the lens of narratology. This paper argues that such approaches do not heed the lessons learned in the early debate between narratology and ludology in game studies. VR, as an experiential medium, is unique from earlier, more heavily narrative-based media such as film and should be studied on its own terms rather than understood through the lens of theory borrowed from other media.
Drawing on Dewey’s understanding of aesthetic experience, as well as my own research-creation practice, I argue that VR should be analyzed through the way it generates meaning through the embodied interaction of the participant and the virtual environment rather than through any narrative-centric framework.
