Immersion as Fiction: Divergent Uses of Emotion in Artistic and Occupational Virtual Reality

This paper investigates the relationship between immersion, emotion, and imagination in virtual reality (VR), focusing on two seemingly distant domains: Alejandro G. Iñárritu’s installation Carne y Arena (2017) and VR-based workplace safety training. Both cases demonstrate that simulated environments can elicit authentic emotional responses – such as fear, stress, or vulnerability – yet the implications of these experiences diverge sharply. Drawing on theories of presence and the “paradox of fiction”, we argue that VR should be understood not as a substitute for imagination but as a heightened form of fiction that depends on the user’s willingness to engage in make-believe. While Carne y Arena frames affect as an entry point for moral imagination within an explicit artistic and symbolic context, occupational safety training instrumentalizes emotion as a means of behavioral conditioning within a productivist framework. The danger in both domains lies not in immersive experience itself but in mistaking a single simulation for the fullness of lived reality.

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Publication Details

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Itinera
Published
2025-11-26
DOI
https://doi.org/10.54103/2039-9251/30246
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Immersion as Fiction: Divergent Uses of Emotion in Artistic and Occupational Virtual Reality

Alessandra Fussi, Simone Gasparoni
Itinera
Virtual Reality Applications and Impacts
article

Immersion as Fiction: Divergent Uses of Emotion in Artistic and Occupational Virtual Reality

Alessandra Fussi, Simone Gasparoni
article en

Abstract

This paper investigates the relationship between immersion, emotion, and imagination in virtual reality (VR), focusing on two seemingly distant domains: Alejandro G. Iñárritu’s installation Carne y Arena (2017) and VR-based workplace safety training. Both cases demonstrate that simulated environments can elicit authentic emotional responses – such as fear, stress, or vulnerability – yet the implications of these experiences diverge sharply. Drawing on theories of presence and the “paradox of fiction”, we argue that VR should be understood not as a substitute for imagination but as a heightened form of fiction that depends on the user’s willingness to engage in make-believe. While Carne y Arena frames affect as an entry point for moral imagination within an explicit artistic and symbolic context, occupational safety training instrumentalizes emotion as a means of behavioral conditioning within a productivist framework. The danger in both domains lies not in immersive experience itself but in mistaking a single simulation for the fullness of lived reality.

Itinera(30)
University of Pisa (IT)
Openalex Percentile: Top 62%
Virtual Reality Applications and Impacts
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