Reimagining Storytelling for the Sustainable Quality Education via VR and Digital Narratives: A Study on Ernest Cline's Ready Player One
<ns3:p>Background This study investigates how digital technology, particularly virtual reality (VR), is transforming narrative patterns in modern English literature. It explores the shift from linear storytelling to immersive, participatory forms. Methods The research employs a literary analysis of Ernest Cline’s novel Ready Player One, using Mikhail Bakhtin’s “chronotope” theory as a framework. This approach examines the alteration of time-space dynamics within narrative construction. Results The analysis demonstrates that VR facilitates a move from chronological plots to exploratory spatial narratives, where users gather scattered story elements. In texts like Ready Player One, the virtual OASIS platform enables audience transformation into active characters, blurring the lines between reality and fiction, consumer and creator. This narrative agency aligns with broader pedagogical benefits, supporting immersive learning in relation to Sustainable Development Goal 4 (Quality Education). Conclusions The study concludes that VR fundamentally reshapes narrative development, structure, and purpose, accelerating a shift toward interactive, participant-driven storytelling. The integration of VR with traditional narrative is not merely a technical advance but a significant reinterpretation of storytelling with substantial implications for education, culture, and society.</ns3:p>
Authors
- Lora Santhakumar
- Ramya S
Institutions
- SRM Institute of Science and Technology (IN)
Publication Details
- Journal
- F1000Research
- Published
- 2026-01-27
- DOI
- https://doi.org/10.12688/f1000research.173052.1
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00