Skip to main content

Slaves of Vision: The VR World

  • Chapter
  • First Online:
Book cover Synthetic Cinema
  • 273 Accesses

Abstract

Films are becoming more and more like videogames in terms of spectacle and special effects, but without the game-playing aspect of controlling the narrative, the viewer’s interest almost immediately wanes. The essence of video game playing is control over the synthetic universe that one is immersed in. This explains why video games usually don’t translate well to the big screen, even in Imax formats, because there’s no interaction between the viewer and the image; it’s a passive experience. With synthetic cinema, the real world has been effectively shut out. It doesn’t matter where you are in a genuine physical sense because you’re no longer part of actual existence, having traded it in for a fantasy world.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 59.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2019 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Dixon, W.W. (2019). Slaves of Vision: The VR World. In: Synthetic Cinema. Palgrave Pivot, Cham. https://doi.org/10.1007/978-3-030-12571-4_3

Download citation

Publish with us

Policies and ethics