Virtual reality in immersive theater consists of traditional story and filmic elements: plot, conflict, protagonist, antagonist. Virtual reality is a new way of establishing the protagonist. Users can customize the protagonist in detail and make the different decisions they think best for the plotline. Virtual reality in immersive storytelling enhances the message the author is trying to convey. VR uses lighting, dialogue, and positioning to immerse players. By being immersed, the player / protagonist undergoes two different types of goals, the external and internal. Virtual technology enhances the immersive theater setting, while staying true to aspects of original theater. The audience will experience the story as if they are a part of the story, following the main character or protagonist on a pathway to achieve their goal. The external goal is whether or not the protagonist physically finds a solution to their conflict while the internal goal is a goal within the protagonist's moral self and emotions. Virtual reality allows viewers to become fully immersed into a traditional story world, immersing the audience into the storyline. When creating a story through the virtual reality experience, the viewer can change the plot, which usually begins through a traditional inciting incident or catalyst. Through metaphor, characters can illustrate to the audience the plot. Instead of verbally displaying this, it is displayed physically as well from facial expressions and actions. Symbolic objects are important representations used to advance the plot. Irony is displayed through external narrative (wants/desires) and internal narrative (needs). In VR storytelling, there can be many endings: positive ending, where the main character gets what they want and need; positive irony is when the main character gets what they need but not what they want
; negative irony is when the character gets what they want but not what they need; a negative ending is the conclusion of a main character not getting what they want or need. As the viewer begins the VR story, the plot contains these traditional components: magical opportunity, test, enemy, a missing piece. A magical opportunity allows for the viewer in virtual reality to make choices about using magic in order to help them on their journey. The test challenges the viewer by threatening to take away a part of their identity. The viewer must confront an enemy. The missing piece usually is depicted through a person as an obstacle. This is often correlated to a theme where the main character must realize that "missing pieces" are not objects that can be easily obtained. At the end of the story, the main character must renounce their magical abilities or magic. This immersive project, titled
Inner Awareness: The Dream of Du Linang, conveys transcendent concepts to the audience using spatial relations dependent on the bodies of audience members by means of digital technology. Digital technology like motion tracking technologies, and computer-generated visual effects are used to immerse audiences. The purpose of using such technologies is to immerse the audience in the tactile sequences in the play, utilizing real actors in conjunction with motion tracking and mapping to generate a holographic effect, performing alongside the actors. This digital immersion seeks to recreate a classical Chinese garden as a space for the audience to walk around and experience the play. The spatial relations of the garden allow the audience to fill the void with subjective personal experiences and memory, creating a unique experience for each audience member. The recreation of the garden is digital, using real photographs of an actual garden serving as the basis and overlaying them with computer-generated effects. The digital immersive garden is a way to tell the story using the concept of space, which is intended to immerse the audience in the illusory nature of the play. In addition, the figure of each audience member will be traced and projected, creating personal interaction. The audience is encouraged to create movement for their digital bodies, which further immerses the audiencethey become part of the play. 1897 serialized novel
The War of The Worlds being adapted into the famous musical by
Jeff Wayne. The latter has seen a dramatic transformation into an immersive experience implementing virtual reality, augmented reality, volumetric holograms, live actors all set to the score composed by Jeff Wayne and structured around the world created by H. G Wells. Companies such as Secret London and Dot Dot Dot are on the forefront of such technology and the latter devised this world around key points in London where the story line took place and puts the audience through a number of immersive experiences that play on their senses and sense of reality. The audience begins by arriving at London's Leadenhall Street where they quickly embark on a 60-minute immersive adventure through 22,000 square feet classic locations such as Horsell Common and Victorian London. The virtual experience serves as a revolution to modern theatre where the audience no longer remains as passive watchers in their favourite plays and novels but rather feels as though they were written into the story. By suspending their disbelief early on, participants are able to quickly immersive themselves into key points of the story by visiting iconic locations from The War of The Worlds such as The Observatory, Carrie's House, George's House, The Boat Ride and Brave London. The difference between this example and others is that this is a full immersive experience from start to finish. The interval that is required in shows of a certain length is starkly different to other immersive shows where the audience member would be pulled back to reality. Instead, when the interval arrives, members are taken to Red Weed Themed Bar with a 20-minute version of The Red Weed by Jeff Wayne performed exclusively during this time. From start to finish, the show employs a massive variety of devices to transform a normal immersive theatre experience into something much larger than life. During the 2020 pandemic, immersive theater makers began using social virtual reality platforms as multi-user experiences for remote performance. The Finalist for the
2020 Producer Guild of America’s Innovation Award recognized live, virtual reality theater performances
The Under Presents, Adventure Lab and Dr. Crumb’s School for Disobedient Pets, Ferryman Collective’s Krampusnacht in
VRChat and Brendan Bradley’s Jettison in
Mozilla Hubs. In 2021, a live performer XR community, OnBoardXR, supported dozens of web-based virtual reality immersive performances from all over the world. In 2021, Ferryman Collective, Meta Movie and Brendan Bradley were recognized for long running immersive theater works in live virtual reality. == Politics and theater ==