Our Newest Issue: Playing with Reality

Immerse on 2021-06-24

About the issue

For the “Playing with Reality” issue of Immerse, we started by thinking about games as a vehicle for nonfiction methods of recording, mediating, and conveying reality. Many immersive nonfiction projects are built with game engines and experienced with the same gear or through the same platforms. The direct crossovers in software and hardware, however, are but one way of considering the importance of considering games in our field. In covering developments of a broad range of games, from the self-aware hijinks of lyric games to the utility of business-oriented strategy card decks (the latter from Immerse publisher Jessica Clark), we are thinking of gaming not only as a wrapper for nonfiction content. Instead, we turn the focus onto an industry with its own infrastructures of production and distribution, a broad set of tools which can be further developed for nonfiction immersive storytellers, and a unique disposition.

The longest piece in this issue is a wide-ranging conversation between desktop documentary pioneer Kevin B. Lee and new media artist Grayson Earle. Like the other pieces in this issue, their provocations render clear the different interventions that users can exert on larger systems, starting with the act of modifying games. The writing in this issue also takes a granular approach in investigating narrative, spatial, and interactive design elements such as dialogue and decision trees, rendering limitations, and other gameplay mechanics through the online data dungeon performance “Play4UsNow,” DREAMFEEL’s Curtain, “essay games” 1979 Revolution: Black Friday and Attentat 1942, and Bryan LeBeuf’s interactive documentary Home Movie.

During our publishing period, we also launched a new section of Immerse called ICYMI: In Case You Missed It. Curated by Engagement Editor Ngozi Nwadiogbu with great insight and humor, each weekly ICYMI round-up spotlights significant events and thoughtful conversations around immersive nonfiction on social media platforms. Meanwhile, we also playfully covered, in interview format, two projects that showed up at the perennial showcases of Sundance New Frontier and Tribeca Immersive, as well as a dispatch from Black Public Media’s new pitch forum for Black AR/VR/XR nonfiction projects.

Our interest in and coverage of more game-related immersive projects only starts here, and we look forward to publishing more pieces to come.

Abby Sun Editor, Immerse

Playing with Reality

Enter The Data Dungeon: Sex Work & Digital Domination Commodifying and subverting platform data collection in the collaborative immersive online performance “Play4UsNow”immerse.news

Behind DREAMFEEL’s Curtain Spatial disorientation in queer gamesimmerse.news

A Game Without Players Can Still Be Played On lyric games, ownership, and what makes up a gameimmerse.news

Beyond Calculable Actions Player choice and narrative strategies in essay games “1979 Revolution: Black Friday” and “Attentat 1942”immerse.news

Screen Tactics A conversation with Grayson Earle on participatory politics, transparency in screen-based works, and digital livenessimmerse.news

Home Movie: The Official Player’s Guide This walkthrough explicates creator Bryan LeBeuf’s integration of physical and video game-based recordings of childhood…immerse.news

Playing Your Way to a Better Story How can old-fashioned card decks help makers build a better immersive experience?immerse.news

Ongoing Coverage

Transmedia at the Intersections An interview with Tamara Shogaolu about her transmedia series “Queer in the Time of Forced Migration” and designing for…immerse.news

“Hungry for Contact:” Beyond the Breakdown A conversation between the human and AI collaborative team reflecting on their 2021 Sundance New Frontier browser-based…immerse.news

Field Notes: Center Stage at the First “BPMplus Showcase” A dispatch from the new VR/AR/XR section of Black Public Media’s annual PitchBLACK Forumimmerse.news