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Immersivity in “Virtual Antiquity”

Research output: Chapter in Book/Report/Conference proceedingChapter in a book

1 Citation (Scopus)
117 Downloads (Pure)

Abstract

What does it mean to be immersed in virtual representations of antiquity? What are the methods, affordances, and advantages offered by digital media in terms of immersion, and how do these differ from preceding media? Are video game representations dissimilar from VR reconstructions in terms of their immersive capabilities, and if so, what direction might this suggest for the future of the ‘virtual antiquity’ so many players have come to know? This chapter investigates four interrelated themes that illustrate the relationship between world building, participation, and immersivity in virtual reconstructions of antiquity. It starts with Paratexts and Expectation, before moving to consider Construction, Time and Interactivity, and finally, Embodiment, Empathy and Presence. The aim is to show how video games and virtual reality experiences encourage contributors to imagine and make use of the past, and thus demonstrate the ways in which ‘virtual antiquity’ is engaged in developing a historical literacy.
Original languageEnglish
Title of host publicationExperiencing Immersion in Antiquity and Modernity
Subtitle of host publicationFrom Narrative to Virtual Reality
EditorsEmma Cole
Place of PublicationLondon
PublisherBloomsbury Academic
Chapter10
Pages145-158
Number of pages14
ISBN (Electronic)9781350419100, 9781350419117, 9781350419124
ISBN (Print)9781350419094
DOIs
Publication statusE-pub ahead of print - 28 May 2025

Publication series

NameClassical Studies 2025

Research Groups and Themes

  • Institute of Greece, Rome, and the Classical Tradition
  • Centre for Material Texts

Keywords

  • Video Games
  • Virtual Reality
  • Virtual Reality Environment
  • Classical Reception
  • Immersion
  • Media Studies
  • Popular culture < Digital/media literacies
  • Paratexts

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