Abstract

The purpose of the article is to clarify the role of spatial design in the embodiment of the immersive experience of escape rooms and to identify the figurative, stylistic and technical factors characteristic of such design. The research methodology is based on an interdisciplinary method used to compare and contrast certain cultural, social, and artistic aspects of the topic, due to the synthetic nature of the problem under study; a comprehensive method is also used to reveal the essence of the spatial design of immersive theater. The scientific novelty of the article is to distinguish the spatial design of the quest space as an independent part of the immersive theater, to identify the features of the spatial design of quests based on the principle of immersion, in particular, taking into account the use of VR technologies that compete with the usual design of space, replacing it with virtual. Conclusions. As a result of the study, we conclude that spatial design plays a crucial role in creating immersive quests. It can range from simple scenery to complex multisensory environments, and should also take into account the ability to create various puzzles and tasks based on interaction with the room and its objects. Often, innovative technologies that involve the use of virtual or augmented reality, 3D modeling, sound design, multimedia, and other interactive elements play a crucial role in the design of escape rooms. Stylistic analysis shows that realistic style is most often preferred in the design of quests. Design in a stylistics that combines real and fantasy worlds is less common. The reason for the preference of realistic approaches is the desire to bring the environment closer to the real world. To provide a realistic atmosphere, the quest uses visual effects that can be successfully synchronized with identical sound effects. Consequently, the aforementioned figurative, stylistic, and technical criteria of the quest design process are especially conducive to achieving immersiveness, which, in fact, means creating a feeling of complete immersion of the user in the experiment. In this way, the design of physical and virtual space affects the way the audience interacts with the quest plot and can enhance or diminish the artistic intent of the production.

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