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New Techno-Humanities 2 (2022) 108–112

Contents lists available at ScienceDirect

New Techno-Humanities
journal homepage: www.elsevier.com/locate/techum

The paradox of the virtual iñárritu’s Carne y Arena between innovative


spect-actor and traditional fruition
Francesco Buscemi
Dipartimento di Diritto Economia e Culture, Università dell’Insubria Facoltà di Giurisprudenza: Universita degli Studi dell’Insubria, Milano, Lombardia, Italy

a r t i c l e i n f o a b s t r a c t

Keywords: This article analyses the relationships between text and participant in the mixed-reality film/installation Carne
Mixed reality y Arena by the Mexican director Alejandro Inarritu (2017), which I experienced in 2018 at Prada Foundation in
Virtual reality Milan, Italy. The film is divided into three sections: the first theatrical, the second based on virtual reality (VR)
Carne y Arena
and the third concerning TV.
Rhetorical narratology
Theoretically, the article draws on Boal’s spect-actor and on theories analyzing the position of the audience
Iñárritu
Spect-actor between the opposite poles of passivity and activity; and on conceptualizations of how the digital media have
increased participants’ activity. Starting from all of this, the article applies rhetorical narratology analysis to
the three parts of Inarritu’s film to find out what kind of narrative experience the film/installation offers the
participant.
The results show that the second part of the installation mostly surprises and excite the participant. In contrast,
the materiality of the theatrical part and the informational value of the TV part talk to the participant more
completely and concretely. In the end, Boal’s spect-actor is more present when the participant deals with old and
traditional forms of communication than when they are only apparently immersed in the VR experience. Thus,
to bridge its gap, VR needs help from old languages such as theatre and TV. This is the paradox of the virtual
mentioned in the title.

Introduction the film is divided into three, separate parts, which offer the participant
respectively a theatrical stage, a VR experience and a series of videos.
This article analyses the virtual reality (VR) film/installation Carne Interestingly, the promotion of the film was almost exclusively based on
y Arena by the Mexican director Alejandro Gonzàlez Iñárritu (2017), the VR part, as is clear by watching its trailer (ILMxLAB 2018).
which I experienced in 2017 at Prada Foundation in Milan, Italy. First The first part of the installation immerses the participant in the con-
of all, it must be underlined that this article does not assess Iñárritu’s text of migration in general thanks to a setting, a sort of waiting room
film/installation or its specific use of VR. Rather, it aims to be an op- that reproduces the cells where migrants are locked. Here, in a squalid
portunity to reflect on VR and its relationship with the spectator, in and spectral context, there are various objects referring to refugees leav-
comparison to other traditional forms of fruition. ing their everyday lives in their birthplaces to find a new way in other
Carne y Arena consists of an individual experience, as the film, in countries. Thanks to VR, the second part transports the participant to
all of its parts, is experienced by one person at a time. To do so, I (like the desert between Mexico and the US. Here the spectator participates
any other visitor), had to book my turn on a precise slot some weeks in in a scene where migrants try to trespass the border and the US police
advance. On the fixed day, and at the time of the booking, I was wel- attempt to stop them violently. The third and last stage of the instal-
comed by an assistant on the threshold of the building, who explained lation occurs in a chamber: walking through it, the visitor watches a
some safety measures and let me in. From that moment on, I was always series of monitors showing faces and words of migrants talking about
alone, apart from some assistants along the itinerary, who were there their attempts to build new lives in the US.
for safety reasons that will be clarified below. Presented during the 70th Festival in Cannes and awarded with a
The film faces the phenomenon of migration and is actually a mixed special prize at the Academy Awards in 2017, Carne y Arena (Iñárritu
reality film, rather than a VR one. It is in fact a mixture of theatrical 2017) after Milan has been shown in many other countries all over the
language, VR experience and traditional video fruition. However, Carne world. Fondazione Prada coproduced the installation and promoted it
y Arena (Iñárritu 2017) does not mix up these three perspectives; rather, as a real experience rather than a fiction. They in fact wrote: “There

DOI of original article: 10.1016/j.techum.2022.02.001


E-mail address: francesco.buscemi@uninsubria.it

https://doi.org/10.1016/j.techum.2022.06.001

2664-3294/© 2022 The Author(s). Published by Elsevier Ltd on behalf of Shanghai Jiao Tong University. This is an open access article under the CC BY-NC-ND
license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
F. Buscemi New Techno-Humanities 2 (2022) 108–112

are no actors here. These are true stories re-enacted by the people who Theoretical framework
experienced them” (Fondazione Prada 2017, 3).
Theoretically, this article draws on theories about the active role of
the receiver in media fruition, and the type of reception that turns the
Literature review traditional spectator into an active participant (Raessens 2019), more
precisely into the so-called ’spect-actor’ (Boal 1993). To Boal, the spect-
Literature on virtual reality and digital communication, in general, actor is the participant who physically enters the stage and lives their
has frequently analysed how in the new media the receiver has become own experience stimulating all their five senses. They live two worlds,
a co-author or an active producer of content and meaning. Going back theirs and that relating to the scene or the story they are receiving. The
to the origin of the term, relevantly for this article the term ’virtual re- spect-actor both observes what happens on the stage or the story and
ality’ was created by Artaud (1958), a theatrical theorist, to indicate the acts to affect the representation.
space that theatre creates and the way the spectator sees it. This theatri- In the dialectic relationships between spect-actors and main charac-
cal root will be more specified in the section on the theoretical frame- ters of the story theorized by Boal (1993), the exchange is continuous,
work. Golding (2019) downsizes the innovative component of VR and never-ending and in a state of flux. The active role of the spect-actors
focuses on its links to very early cinema and the origin of film, when allows them to directly interact with the characters of the story, and to
the new art aimed to stupefy the spectator with scarce narrative and see in the desires of the protagonist their peculiar desires, in the values
much spectacle. Golding argues that VR works the same way, building of the main characters their values.
solid relationships with the spectator through attractions and surprises. Boal’s theory was formulated in years when media communication
Conversely, Bucher (2017) argues that VR is an extraordinary technol- was mostly unidirectional. Theatre, cinema, radio, etc. prefigured a
ogy in order to entertain, persuade and inform. This happens because dominant role of the entity sending the message and a dominated one of
of the immersive nature of the medium. Moreover, those who partici- those who received it. The spect-actor was thus a way to rebel against
pate in VR experiences have a sort of second self, a hidden nature that this one-way and top-bottom relationship and prefigured a different kind
can eventually go out and live. This is a big opportunity for both those of fruition in which the spectator and the actor could interact even phys-
who participate in the narrative and those who create it, as they can ically. Conversely, today the new media make possible a renovated rela-
build their stories taking this into account. Gödde et al. (2018) advance tionship between the sender and the receiver, where the public is mostly
that VR has not changed enough the narrative scenario, even though its active. The internet and social media are built on the interchangeable
technology and variety of narrative opportunities would allow it. For roles of producer and member of the audience. Those who receive may
them, film-makers tend to replicate the old schemes of the traditional be producers one second later, and vice versa. VR specifically has in-
film industry, neglecting the many alternative potentialities that the new creasingly given the receiver the power to interact and affect the story,
medium offer. to the extent that we should term ’player’ what we used to call ’member
Kim and Ko (2019) investigate VR in the fruition of sports media of the audience’ (Tricart 2018).
and find that virtual reality enhances the spectator experience especially Bucher (2017) has adjourned the concept of spect-actor in the light
through a stronger emotional involvement and the rivalry given by the of VR. He finds that this new medium has multiplied the active role of
game dimension. Similarly, many scholars (Bucher 2017; Williams et al., the receiver and that this should be more investigated in future research.
2021) have found that the new digital media encourage new forms Louchart and Aylett (2005) see that Boal had prefigured a kind of inter-
of circular, active and reciprocal storytelling, as they do not put for- activity that the virtual media have fully realized. This, however, does
ward a neat separation between those who tell the story and those not mean that the new medium will tell stories the same way as Boal.
who receive it, empowering the spectator with the responsibility for On the contrary, this interactivity will revolutionize the narrative genre.
narrating. Nicolae (2018) points out that films such as Carne Y Arena (Iñárritu
Specifically on Carne y Arena (Iñárritu 2017), literature has mostly 2017) pertain to the new genre of VR cinema. The spectators who watch
analysed the second stage of the film, which as said above centres them play one of the three roles she prefigures: the hero, when they are
on the VR experience. Dziekan (2018) recognizes the relevance of VR in the centre of the scene saving their identity; the witness, when they
in giving the public an immersive experience that the other previous cannot change what is happening in the scene; and the impersonator,
media cannot offer. Thanks to it, Dziekan (2018) says, Iñárritu’s film when they assume the point of view of one of the characters. However,
manages to revolutionize the relationships between the text and the ’being there’ for the spectator also means feeling more emotions than
receiver. being in front of a screen. Riva et al. (2007) find that when participating
Raessens (2019) points out that the effect of Carne y Arena (Iñár- in a VR experience, people increase their level of emotions according to
ritu 2017) on the participant is to change the distance between the their level of participation in the show.
spectator and the sufferer. In the traditional film, the sufferer is very Critical views of what has been said above principally regard two
often distant. Here, on the contrary, the sufferer and the participant points. Firstly, the receiver status: Wilcox et al. (2006), for example, un-
are very close to each other, even though they cannot interact. This derline that VR fruition also produces negative reactions when the spec-
vicinity may be explained with political reasons, as Iñárritu wants tator feels that their interpersonal space has been invaded. Secondly,
the spectators closer to the sufferer to boost their social and political and more in general, objections concern the real power of the specta-
engagement. tor to affect or change something. That power, for many, is an illusion.
D’Aloia (2018) analyzes the type of fruition that the film offers Van Dijk (2012) and Musil (2008) argue that the apparent activity and
the participant, critically arguing that the active role of the spectator the actual passivity of the audience have political-economy reasons. In
is quite partial. The participant cannot interact with the people they brief, concentrations in the global digital market have led to a limitation
see. In this sense, the experience seems to be similar to what happens of the freedom of the members of the audience and the comeback of uni-
in traditional films. Moreover, Carne y Arena (Iñárritu 2017) is edited directional messages hidden behind the presumed opportunity for the
like other films, D’Aloia (2018) points out, and this diminishes that audience to become a producer. Excessive freedom and independence of
sense of truth which the film promises. Finally, the participant totally the members of the public are not in line with types of communication
loses their corporeity, and this distance creates a sense of estrangement. which have commercial or power-led aims, they say.
Adelman (2019) critically notes that the proximity between the par- Considering all of this, the present article wants to answer the fol-
ticipants and the immigrants is constructed by the film and is just an lowing research question: what kind of narrative experience the three
illusion. In brief, the two dimensions remain separate, exactly as in the parts of Carne y Arena (Iñárritu 2017) offer their participants between
real life. the two opposite poles of the innovative spect-actors and the traditional

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F. Buscemi New Techno-Humanities 2 (2022) 108–112

member of the audience? The next section develops the methodology space after being introduced by the assistant on the entrance door. After
that has been adopted in order to answer this question. trespassing the threshold as suggested by the assistant, the participant
arrives in a large room while the door facing outside closes. The partici-
pant is informed by some writings about the conditions of the millions of
Methodology migrants trying to trespass the border between Mexico and the US. Soon,
they realize that other people have left something behind in the waiting
Narrative analysis is a large methodological tool that has often be- room, and they are not the other participants. On many benches in the
come a wide umbrella under which many subcategories have grown. room, there are in fact other shoes and sockets, and also water bottles
Broadly speaking, narrative analysis is a method of investigation based and other objects. They are visibly creased and covered with dust. To
on the ways stories are built, including their structures, content, mean- go towards the door leading to the next stage, the participant must pass
ings and functions, and spanning from oral to written to visual texts by these objects before leaving the room.
(Demuth and Mey 2015). It implies that stories are very useful human Alone, silent and curious, the visitor goes around among the shelves
products to understand how social, intimate, cultural and political bonds and the benches which contain the belongings left by the migrants. It is
work, as they testify of how people organize, structure, symbolize and a kind of blocked dimension of space and time. When the visitor enters,
imagine their lives at every level (Figgou and Pavlopoulos 2015). no one is acting on that stage, everything is still and time seems to have
Such a wide field has comprehensibly produced many subcate- stopped.
gories, according to where they position their focus. Riessman (2008), There are two fundamental conditions that shape the position of the
Heinen and Sommer (2009) and Kim (2016) point out that some meth- visitor between the two poles of traditional audience and the spect-actor.
ods centres on the content, researching what a story is about; others look The first is that they are alone. Thus, they cannot share what they watch
at the structure of the story and its communicative aims; other insights with anyone and cannot see the reactions of other people to what they
regard the similarities of stories of different ages and places, highlighting are viewing. It is largely acknowledged that the members of the audi-
commonalities and differences; moreover, dialogic/performance narra- ence are termed ’members’ just because they are a part of a group. This
tive analysis is based on the idea that social contexts co-create a story; profoundly conditions their status of public. As in any group, the indi-
among the many, other methods analyze how stories involve the re- viduality leaves room to a collective reaction. Laughing, crying, being
ceivers and how they react to these narratives. scared together is different from doing it alone, and the specific nature
This last subcategory is certainly more relevant to this article. Specif- of the public lays in that ’together’. There are certainly exceptions, but
ically, the narrative analysis subcategory that is adopted here is called they exist just to challenge the traditional role of the spectator, as in
rhetorical narratology, which “foregrounds the interaction between Carne y Arena, where the visitor, in their solitude, is not given the pos-
reader and text” (Kearns 1999, 2). Similarly to rhetorics, which stud- sibility to be a real and complete member of the audience.
ies, for example, the construction of a speech to analyze how it address The second condition that importantly affects the visitor is a certain
the audience, rhetorical narratology looks at the construction of a a film, degree of independence. Certainly the visitor cannot decide their destiny
novel or other kind of text to uncover its strategies towards the public. or the future of the migrants. However, they may move on the stage
Within this method of insight, there are two elements that are funda- as they want; they can touch the objects they are curious about; they
mental to analyze: Kearns (1999, 2-3) terms them “audience and voice can decide how much time to dedicate to an element and how much
positions: the roles that are theoretically available within any narrative to another. Only at the end of the experience they are told what to do,
to readers (and other audiences) and that can be inferred by an audi- when a light signals that it is time to go to the second room for the VR
ence.” Both roles “determine how an audience will take the narrative as experience. This means that the visitor is free to construct their itinerary
being transmitted” (Kearns 1999, 3). through the text, as spectators very often do also for other media. It thus
Kukkonen (2014, 714) argues that “rhetorical narratology focuses gives them a relevant amount of activity.
on how plot is arranged to engage readers and their judgements as the This is truly relevant in a rhetorical narratology analysis. We know
narrative unfolds”. Following on from this, in the case of Carne Y Arena that every visual text (e.g. a film or a painting) allows the receiver to
(Iñárritu 2017) my analysis focuses on where the three parts of the film decide what parts of the image (still or moving) are to watch and in
position the members of the audience in relation to the two opposite what sequence. Conversely, a written text (for example a novel) suggests
poles of spect-actor and traditional public. this narrative itinerary, as the reader knows the text by reading one
Finally, narrative analysis in its broader spectrum has always con- word after the other. Visual texts thus leave the viewer freer than the
sidered a text as a whole. This means that any narrative analysis, even reader, to decide what to see and in what sequence. This also happens
though it may concentrate on only a part of the text, should always take in Iñárritu’s (2017) film.
into account the entire story. That is why in this article I have investi- In conclusion, these two conditions shape the experience of the par-
gated all of the three parts of Carne y Arena, believing that the complex ticipant in the first part of the film. Firstly, their being alone inhibits
narrative structure of the film cannot be broken and the three parts sep- their role of traditional member of the audience, denying them any pos-
arated. One part of the film is thus interrelated to the others and the sibility to share what they have watched. Secondly, their independence
way the film/installation constructs its audience has to be searched in through the text, in this case the theatrical stage, makes them active
its whole narrative apparatus. spectators. Getting back to Nicolae (2018), they are certainly not heroes
(as they do not change the destiny of the migrants) or impersonators (as
they do not play other people’s roles). Rather, they are witnesses, as
Analysis they are testimonies of what happened in an imagined past when the
migrants left that room. They enrich this condition thanks to materi-
As the three parts of Carne y Arena (Iñárritu 2017) are structured ality, as they can see and touch migrants’ shoes and belongings. The
in different ways and prefigure three different ideas of audience, this visitor is finally invited to take their shoes and socks off and go to the
section is divided into three parts, each of them relating to one of these second room.
parts.
The second part: VR
The first part: theatre
In the second part, the participant experiences VR. Just out of the
In the first part of Carne y Arena, the participant is a kind of visi- first room, the spectator is welcomed by an assistant who helps them
tor on a theatre stage representing a waiting room. They arrive in this take the rucksack with all the technological support of VR, VR glasses

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F. Buscemi New Techno-Humanities 2 (2022) 108–112

and headphones on. The room is very large and is not paved by tiles or the attempts to trespass the border between Mexico and the US, whether
other traditional materials; it is instead totally covered with the sand or not they in the end succeeded, what they do in the US or Mexico,
and little stones of the desert. The assistant tells the participant that if they will try again, etc. There is also a policeman talking about his
they will remain in the room and intervene only in the case something own experience in the desert. This is thus a more traditional form of
dangerous happens (during my experience, for example, the assistant fruition, a TV one. The visitor, at this stage, apprehends what actually
patted my back just twice, moving me gently and saying that I was too means being an immigrant hearing from the people who experienced it
close to one of the walls of the room). directly.
From that moment on, the participant is left alone. Through the VR Solitude is again the principal condition proven by the participant.
glasses, at the beginning they see nothing, but soon a dim light starts However, at this stage, it does not surprise us, as it is the same as in the
and gradually increases, and they realize that it is the dawn and that previous parts and as in general TV fruition. However, it is important
they are in the desert. The headphones transmit the noise of the desert to underline that in the end, it is a very traditional form of fruition that
with a sweet breeze and some animal calls. The breeze is also real and gives meaning and comprehensibility to the whole participant’s expe-
hits the skin of the participant, as it is also reproduced in the room by rience. VR has moved and surprised the spectator, but it has not com-
a machine. Being barefoot and walking on the sand and stones of the municated any sense. It has just stimulated their emotions, but it has
desert increases in the participant the sensation of being in the desert. been necessary, in the subsequent stage, to explain what the participant
After about a minute, the scenario changes rapidly. Once the sun rises, a has emotionally felt, and this has been carried out through a traditional
helicopter hovers over the desert almost touching the head of the partici- medium. Thus, VR has not contributed to understanding but only to
pant and producing terrifying noise. A group of immigrants hides behind surprising.
the bush while a patrol of police officers chases them. The participant is Finally, in this third part, the participant recovers their body. They
in the middle, a policeman shoots his gun almost in the direction of the are material beings again, as in the first part and differently from the
participant, another one frees a dog that runs towards the participant. second. The relating meanings of all of this will be discussed in the next,
The VR experience goes on this way for another few minutes (about six final section.
and a half in total), and in the end, the police go away while there is no
trace of the immigrants. The images and the sound end. The assistant
gets close and help the participant to put off the rucksack, headphones Results
and glasses suggesting continuing towards a door at the bottom of the
room. This conclusive section starts from the analysis of Carne y Arena to
In comparing the fruition of the second part to the first one, we may extend its results more broadly to the role and the destiny of the receiver
say that some traits remain identical while others show differences. As in VR experiences which are similar to the investigated one. As written
regards the first condition, the participant is alone again. As in the pre- in the beginning of this article, in fact, this work does not want to as-
vious part, they cannot share anything with anyone However, their soli- sess or criticize Iñárritu’s film/installation specifically; rather, it aims
tude has increased: not only are the other members of the audience to analyze what kind of fruition VR films like this offer the participant.
absent, but also a big part of the spectator themselves has disappeared. Meaningfully, the conditions of solitude and immateriality and a certain
After wearing the VR gear with headphones, rucksack, etc., relevantly, degree of passivity are commonalities shared among many VR experi-
the participant has lost their corporeity. They have become immaterial. ences.
This makes them even more alone, as they cannot see their body as it Relating to the analysis developed above, we may say that certainly
really is, as already highlighted by D’Aloia (2018). the first and the third stages of Carne y Arena bridges some gaps that
On the second condition, that is, the activity or passivity of the spec- the second part does not fill. Specifically, the first stage is a kind of in-
tator, it seems that something has changed. The participant cannot in- troduction, a real immersive experience, although analogical, useful for
tervene in the scene that is developing in front of them, as in the pre- the participant to orientate and prepare for the second stage. The third
vious part. They cannot talk to the immigrants or the police. They can one, similarly, makes sense of what has happened in the VR stage thanks
side with the immigrants (and also with the police, if they want), but to the interviews with the immigrants. Thus, the first stage prepares for
this being a party to one of the factions involved in the conflict cannot and the second makes sense of virtual reality.
change what happens on the screen. Moreover, they can move through The gap concerning the second part of the film that has been men-
the text as they want, again exactly as in the first part, with the only tioned above regards the relationship between the text and the receiver,
limit of the assistant signalling that they are becoming too close to one the focus of this article. More specifically, rather than a gap, we might
of the walls. This is the same as the experience of the participant in call it an illusion. The VR stage of Carne y Arena promises many steps for-
the first part of Carne y Arena. What is different is the illusion of being ward in the direction of a new role of the receiver, more active and able
there, of participating and being able to do something to change things. to be there, where the fight between immigrants and the police happens.
Actually, they cannot do anything. However, VR only boosts an emotional reaction. During this stage, the
Finally, here they have lost their bodies, differently from the first participant cannot do anything, cannot interfere in what happens and
part. Adding this to the illusion mentioned above, we may say that the substantially remains passive and, even worse, alone and without their
participant’s immateriality in this film plays a role that goes well beyond body. As Van Dijk (2012) and Musil (2008), reported in the theoretical
the loss of the body. It regards the whole reality. Immersed in a virtual framework, have demonstrated, this frequently happens to VR users.
world, the body-free participant has also lost reality. Rather than feeling Thus, the immersive experience only touches their emotions while the
to be part of a scene where the police is chasing a group of immigrants spect-actors remains out of the big room of the VR.
in the desert between Mexico and the United States, the participant feels If we look at the first and at the third part, we can see how they are
to be immaterial in an immaterial world. You cannot touch anything, constructed to help the participant in the immaterial void created by
your body included. Thus the impression is that nothing exists, yourself VR. The first part is necessary in order to theatrically prepare the visitor
included. before the illusion. Before the VR experience, objects, thus materiality
at its best, introduce the visitors to the content thanks to the most im-
The third part: TV mersive experience in the whole film. It may surprise that theatre offers
such an immersive experience, in comparison to VR. However, it should
In the third part, the participant walks through an itinerary along not be forgotten that Boal (1993) theorized the spect-actor speculating
which a series of monitors show various faces and words of migrants. In on theatre. The theatrical immersive experience does not result from the
each of them, an immigrant tells their real story about immigration, all aesthetic stupor of technology, but is based on what theatre can offer

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F. Buscemi New Techno-Humanities 2 (2022) 108–112

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Heinen, Sandra, Sommer, Roy. 2009. Narratology in the Age of Cross-disciplinary Narrative
the visitor knows migrants’ desires and values and may confront them Research, Berlin: De Gruyter.
with theirs. These two elements which transform the participant into a ILMxLAB. 2018. CARNE y ARENA (Virtually present, Physically invisible) – Trailer. You
Tube. https://www.youtube.com/watch?v=zF-focK30WE
spect-actor are absent in the second part of the film.
Kearns, M. 1999. Rhetorical Narratology, Lincoln: University of Nebraska Press.
In conclusion, there is a spect-actor in Carne y Arena, and they are Kim, J.-H. 2016. Understanding Narrative Inquiry: The Crafting and Analysis of Stories as
not the visitor of the VR stage. Surprisingly, they are the participant in Research, London: Sage.
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flow experience and satisfaction”. Comput. Hum. Behav. 93: 346–356. doi:10.1016/j.
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of this article refers to. VR finds itself somehow incomplete in giving Kukkonen, K. 2014. “Plot”. In Handbook of Narratology, 2nd edition, vol. 1. Edited by
an immersive narrative experience to the public. However, old forms of Peter Hühn, Jan Christoph Meister, John Pier and Wolf Schmid 706-719. Berlin: De
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communication such as theatre and TV can bridge this gap. Louchart, S., Aylett, R. 2005. “Managing a non-linear scenario: a narrative evolution”.
Finally, this article has analysed a single visual product qualitatively. Virtual Storytelling: Using Virtual Reality Technologies for Storytelling, 148–157, Berlin:
Interestingly, other VR films regarding refugees and immigration have Springer.
Nicolae, D. F. 2018. “Spectator perspectives in virtual reality cinematography. the witness,
adopted VR technologies. Clouds over Sidra tells the story of a Syrian girl the hero and the impersonator.” Ekphrasis: Images, Cinema, Theory, Media, 2: 166-
of 12 and VR allows the public to participate emotionally to her story. 180.
The Displaced focuses on three children whose life has been irremedia- Raessens, J. 2019. “Virtually present, physically invisible: Alejandro G. Iñárritu’s mixed
reality installation Carne y Arena”. Televis. New Media 20 (6): 634–648.
bly damaged by the war. Doctors without Borders’ Forced from Home is
Riessman, C.K. 2008. Narrative Methods for the Human Sciences, London: Sage.
instead a collection of VR films on refugees from many countries. Riva, G., Fabrizia, M., Claret, C., Alessandra, P., Francesca, M., Daniela, V., Andrea, G.,
These films do not mix traditional and VR technologies, as virtual Cristina, B., Mariano, A. 2007. “Affective interactions using virtual reality: the link
between presence and emotions”. Cyber Psychol. Behav. 10 (1): 45–56.
reality here only serves the purpose of moving the public and making
Tricart, C. 2018. Virtual Reality Filmmaking: Techniques and Best Practices for VR Filmmakers,
it participate in the drama of the protagonists. They do what Carne y New York: Routledge.
Arena does in its second part, even though, in the case of Forced from Van Dijk, J. 2012. The Network Society, London: Sage.
Home, the Doctors without Borders (2022) website informs the public Wilcox, L., Robert, A., Samuel, E., Cynthia, G. 2006. “Personal space in virtual reality”.
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and contextualize the stories. Whether the presence of traditional media Williams, E., Carrie, L., Love, M. 2021. Virtual Reality Cinema, New York: Routledge.
in VR films only regards a single film, or involves the entire genre of
cinematic VR, or is a general trend involving the whole VR products, is
an interesting issue that researchers may investigate in the near future.

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