How Virtual Reality Limits Imagination [...]

Immersive virtual experiences are immersive precisely because they do not display “overt assemblage”. The design is covert, hidden. While this creates engagement and fluidity, it also puts the structure of the information (and its attendant conclusions) beyond the reach of the player.

From a description of the early 2000 edutainment piece The Lost Museum:

That was our intention. We quickly learned, however, that we had fallen
into a pattern that is seemingly intrinsic to the spatial interactive game
approach. Instead of expanding the historical imagination of users and
promoting their active inquiry, we had actually limited the choices open to
them, in particular curtailing their ability to make informational linkages
and to draw their own conclusions. In short, the narrative outcomes were
preordained, confirming only the predominance of designers over users—
as demonstrated by ‘test’ audiences of teachers and students who gleefully
clicked on different 3-D exhibits but professed utter bewilderment about
the significance of what they found. (On the coercive power of the multimedia
designer, see Cubitt 2000, pp. 167–168.)

Wikity users can copy this article to their own site for editing, annotation, or safekeeping. If you like this article, please help us out by copying and hosting it.

Destination site (your site)
Posted on