In this article, we aim to reflect on the problem of reality by examining the relationship between video games, theatre and technology. Games – particularly video games, which can be considered an artistic medium – always involve simulation and constant interaction between users or social actors. The simulated and imaginary framework that characterizes both games and video games, which is also present in theatre, appears to challenge a naïve conception of reality. Theatre, much like video games …
Read moreIn this article, we aim to reflect on the problem of reality by examining the relationship between video games, theatre and technology. Games – particularly video games, which can be considered an artistic medium – always involve simulation and constant interaction between users or social actors. The simulated and imaginary framework that characterizes both games and video games, which is also present in theatre, appears to challenge a naïve conception of reality. Theatre, much like video games and unlike classical art forms such as music, painting or literature, fosters deep engagement and offers a richer and more diverse quality of interaction. Drawing on Brenda Laurel’s hypotheses, we will explore how theatre, by incorporating the notions of performance and simulation, can serve as a valuable tool for investigating human-machine interaction. In particular, virtual reality devices and video games-based social networks, which rely on immersivity, have the potential to redefine interaction – but at the cost of further distancing human beings from reality. Given the suggestion to consider immersivity as a possible criterion for questioning the idea of reality in the relationship between science and art, it is essential to also examine the ethical dimensions that revolve around the issue of the virtual.