Talking to You. Addressing the Viewer in Virtual Reality Scripts

A recurring feature of virtual reality (VR) narratives, in addition to the ‘spatialized storytelling’ approach that has been extensively discussed in recent screenwriting literature, is the less examined but frequent use of both fictionalized address of a textual narratee/character and direct address of the viewer. This article investigates the different ways in which such forms of address might be used to script aspects of VR experience such as presence, emotional engagement and empathy. It focuses, in particular, on the ways in which they might serve to highlight and creatively exploit the tension between immersion and self-consciousness in the viewer’s experience. Drawing on analysis of VR narratives and on discussions with the writers/directors of these narratives, it employs the concepts of metalepsis and double deixis to offer new insights into this particular feature of VR storytelling.

Authors

Publication Details

Journal
Iluminace
Published
2025-11-10
DOI
https://doi.org/10.58193/ilu.1812
Primary Topic
Artistic and Creative Research
Type
article
Field-Weighted Citation Impact
0.00
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article

Talking to You. Addressing the Viewer in Virtual Reality Scripts

Rosamund Davies
Iluminace
Artistic and Creative Research
article

Talking to You. Addressing the Viewer in Virtual Reality Scripts

Rosamund Davies
article en

Abstract

A recurring feature of virtual reality (VR) narratives, in addition to the ‘spatialized storytelling’ approach that has been extensively discussed in recent screenwriting literature, is the less examined but frequent use of both fictionalized address of a textual narratee/character and direct address of the viewer. This article investigates the different ways in which such forms of address might be used to script aspects of VR experience such as presence, emotional engagement and empathy. It focuses, in particular, on the ways in which they might serve to highlight and creatively exploit the tension between immersion and self-consciousness in the viewer’s experience. Drawing on analysis of VR narratives and on discussions with the writers/directors of these narratives, it employs the concepts of metalepsis and double deixis to offer new insights into this particular feature of VR storytelling.

IluminaceVol. 37(2)
Openalex Percentile: Top 69%
Artistic and Creative Research
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