Abstract

This article delves into why audiences perceive virtual reality (VR) art as a game-like experience and how it impacts audiences’ reception of culture by examining two VR art pieces and their respective audience responses in focus group discussions. Through qualitative analysis, two factors are identified: the cognitive association of VR with gaming due to audiences’ preconceptions about VR, and the immersive environment of VR creating the “magic circle” that fosters the sense of play. The study argues that the intersection of VR and art generates the affordance allowing audiences to “play” with culture. However, the “not-serious” feature of play in VR may work against the norms and mores of a specific culture in the real world, especially when it relates to religious or ethnic culture. This article sheds light on the implications of the game-like experience in VR for creating VR applications beyond gaming, particularly in art and cultural heritage.

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