Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7

This article discusses some of the issues affecting storytelling in an immersive and interactive medium such as Virtual Reality. Interactive works which reconfigure their images as three-dimensional environments bearing affordances seems able to convey a proper sense of “spatial presence” – that is,...

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Bibliographic Details
Main Author: Nicolas Bilchi
Format: Article
Language:English
Published: University of Bologna 2021-08-01
Series:Cinergie
Subjects:
Online Access:https://cinergie.unibo.it/article/view/11922
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spelling doaj-8601515376e242fcac720378cb07091b2021-08-23T12:17:47ZengUniversity of BolognaCinergie2280-94812021-08-0119839210.6092/issn.2280-9481/1192210227Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7Nicolas Bilchi0Roma Tre UniversityThis article discusses some of the issues affecting storytelling in an immersive and interactive medium such as Virtual Reality. Interactive works which reconfigure their images as three-dimensional environments bearing affordances seems able to convey a proper sense of “spatial presence” – that is, the perceptive and cognitive illusion of being physically immersed in a digital environment, rather than in the material one which actually surrounds the body. However, I will show that VR technology is doomed to produce “breaks in presence”: moments which rise awareness of the mediated nature of the experience, shattering the illusion of presence, and which represent undesirable side-effects for the aesthetics of immersion generally promoted by VR works. In order to do so, I will use the VR game Resident Evil 7 as a case study. First, I will analyse the sophisticated formal solutions employed by the game to create a terrifying illusion of presence, highlighting their connection with cinematic strategies common to the horror genre; then, I will focus on sections of the interactive experience which nonetheless devaluate the effects of these stylistic gears by bringing consciousness about the impalpable and disembodied nature of the virtual body during the (simulated) physical interaction with the environment.https://cinergie.unibo.it/article/view/11922virtual realitypresencebody ownershipaffordancesembodiment
collection DOAJ
language English
format Article
sources DOAJ
author Nicolas Bilchi
spellingShingle Nicolas Bilchi
Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7
Cinergie
virtual reality
presence
body ownership
affordances
embodiment
author_facet Nicolas Bilchi
author_sort Nicolas Bilchi
title Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7
title_short Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7
title_full Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7
title_fullStr Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7
title_full_unstemmed Directorial Style for Interactive Storytelling and the Fallacy of Ownership: The Case of Resident Evil 7
title_sort directorial style for interactive storytelling and the fallacy of ownership: the case of resident evil 7
publisher University of Bologna
series Cinergie
issn 2280-9481
publishDate 2021-08-01
description This article discusses some of the issues affecting storytelling in an immersive and interactive medium such as Virtual Reality. Interactive works which reconfigure their images as three-dimensional environments bearing affordances seems able to convey a proper sense of “spatial presence” – that is, the perceptive and cognitive illusion of being physically immersed in a digital environment, rather than in the material one which actually surrounds the body. However, I will show that VR technology is doomed to produce “breaks in presence”: moments which rise awareness of the mediated nature of the experience, shattering the illusion of presence, and which represent undesirable side-effects for the aesthetics of immersion generally promoted by VR works. In order to do so, I will use the VR game Resident Evil 7 as a case study. First, I will analyse the sophisticated formal solutions employed by the game to create a terrifying illusion of presence, highlighting their connection with cinematic strategies common to the horror genre; then, I will focus on sections of the interactive experience which nonetheless devaluate the effects of these stylistic gears by bringing consciousness about the impalpable and disembodied nature of the virtual body during the (simulated) physical interaction with the environment.
topic virtual reality
presence
body ownership
affordances
embodiment
url https://cinergie.unibo.it/article/view/11922
work_keys_str_mv AT nicolasbilchi directorialstyleforinteractivestorytellingandthefallacyofownershipthecaseofresidentevil7
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