Game Media – Contextual Blog Post.

After deciding on focusing on my certain idea/topic for my DA:


“The relationship between Games and Cinema expressed by the technology of VR”.


I have managed to find several research sources that have all provided me with further creative insight and interest to compose an audio-visual essay.

With this option, I will be able to use the history and evidence of how Virtual Reality all began, and incorporate it into a slideshow before I begin to analyse exactly the role of Virtual Reality in cinema, and current contemporary society.


Finding the works of Link Trainer and The First Flight Simulator;   

Screen Shot 2019-08-14 at 11.42.56 am


To The Ultimate display by Ivan Sutherland in 1965, to then Artificial Intelligence, these moments have all lead up to 1987 when Jaron Lanier, founder of the visual programming lab (VPL), coined the term “virtual reality”. Which now holds a new definition and meaning, which will be uncovered during this artefact, as research sources state, “the significance of watching a film may become the closest thing to virtual reality”. 


In saying so, these academic sources will be used prevalently at the forefront of my analysis, especially when identifying the current relationship between Virtual Reality and Cinema, as opposed to past cinematic experiences.


Image result for virtual reality


The visual aspect of my essay will feature findings from several online articles, and many YouTube videos that feature real-life examples of directors, cast members,  and the overall production of the process of CVR (Cinematic Virtual Reality) in film industries.


For Example;

Screen Shot 2019-08-14 at 11.57.00 am.png


With the support of these visual sources, my analysis aided by academic sources will represent the past, present and future of Virtual Reality. As well as discuss and analyse the achievements made possible, in terms of the reproduction, creation and simulation of reality at a level sufficient to create the illusion of presence and participation in reality as “being there” through film virtual environments, as these are the first beneficiaries of these technologies in the gaming industry.






Reference List:

2017, ‘History Of Virtual Reality’, Virtual Reality Society, accessed 13 August 2019, 



 Nedelcu M. 2013 ‘Expanded Image Spaces. From Panoramic Image to Virtual Reality, Through Cinema’, National University of Theatre and Film “I.L. Caragiale”, accessed 13 August 2019,










2 Replies to “Game Media – Contextual Blog Post.”

  1. Hey Julia, I really liked the topic you have chosen! As an avid cinema lover and gamer, your topic has really peaked my interest. Although I haven’t really played much VR or done much with it general, it has always been really interesting to me.

    First things first, really liked the pitch video. It was engaging and had a good structure. I think you explained your idea really well and clear and your blog did good accompanying the pitch video.

    You have done your research by showing the history of VR and how it is used in current times. With that being said when I was looking into the subject, I found a really interesting article.

    The article delves into some of the things you touched on such as 3D, IMAX and how it is linked to VR. As well as looking at more such as virtual and interactive cinema and the future of cinema with virtual reality. I think this would be a good read for you and this project.

    I also really like the idea of an audio visual essay and I think it will fit this project well. The only real suggestion I have is is to not forget about the gaming side of VR and maybe elaborate on that a bit more (within reason of your topic).

    Other than that, I really dig the whole project and wish you good luck!


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