ABSTRACT

This chapter aims to take a really clear approach to an area of media which has been open to confusion: immersive. Three categories of current live event development are considered. First – immersive live experience (theatre, other events) where the audience is present in person, including the work of producers such as Punchdrunk, Shunt– Excurio and Secret Cinema. Second – immersive live digital engagement where the audience is physically present (for instance, in a theme park or theatre) but the experience is purely virtual, including Shakespeare and Star Wars-based shows, and Abba Voyage. This will have substantial applications for sports and esports crowds, for instance. Third – immersive engagement where the audience is remote and experiencing the event purely digitally. This could be VR concerts, for instance. Again, this intensified remote digital experience could have major implications for most media segments in this book, from sports to festivals. The terms AR, VR, MR and XR are explained (augmented, virtual, mixed and extended reality). Delivery challenges considered include the practicalities of moving a venue to immersive, based on an interview with a small venue owner in Bristol, UK. Future possibilities for immersive entertainment of many kinds are considered.