Nadja Lipsyc
Research as a Journey to an Aesthetic Understanding of Immersion and Participation through VR and Roleplaying (LARP)
In partial completion of a PhD in Artistic Research in Film and Related Audio–Visual Arts
Norwegian Film School, Inland Norway University of Applied Sciences, 2024.
Supervisors
Dr. Christy Dena
Siri Langdalen
The artistic doctoral outcome consists of the following.
- The VR-larp Lone Wolves Stick Together (Live Action Roleplay) with multi-player functionality in VR, (6 players), presented publicly at Myren verksted, Oslo, November 2023, documented in this Research Catalogue exposition.
- A physical multimedia exhibition retracing the research journey and narrative themes, exhibited at Myrens verksted, Oslo, November 2023, documented in this Research Catalogue exposition.
- This Research Catalogue exposition.
Abstract
This research explores the artistic and critical potentials of using tools from live action roleplaying (larp) to create narrative VR experiences. In particular, it unfolds the conception, physical play and VR play and production of the live action roleplaying (larp) Lone Wolves Stick Together. Inspired by the film Stalker (1979) by Tarkovsky, Lone Wolves Stick Together stages the immersive environment as an omniscient Sphynx-like character that pushes the players to question one another and to introspect. By using larp and video game design knowledge conjugated to cinematic aesthetics, this research project seeks to honor the creative and narrative potentials of immersion and participation. As such, between 2018 and 2023, this research took the form of classic chamber larps, immersive theater experiences, scenography installation, VR larps (including two other projects: The Space Between Us and Ancient Hours) and a final multimedia installation. The artistic methods rely on principles of environmental design, explored physically through production design and ambisonics, and virtually through a highly reactive virtual environment. The research method is based on a constructivist approach where we experiment to find an answer, not the truth. Here, experimentation is not conceptual but aesthetic: knowledge is lived and felt through artistic experience. Centred around VR and within a film and new media context, this research also develops a reflection on the industrial and technological influences on the creative process and their friction with artistic-research.