A fully immersive entertainment experience does not exist. Unless...
Published on: 5 December 2023
Raised in the theater scene since I was 8 years old, I revere immersive entertainment experiences that pull me into an alternate world and invite my imagination to dance in the rhythm of the orchestrated environment.
Having retired from the theater, my diegesis-loving self actively seeks out these experiences that allow me to momentarily live and be in a different environment from my daily life. Specifically, immersive entertainment experiences that purposefully designed a different realm in a physical space; my motion sickness has not allowed me to immerse in a virtual reality space without quickly feeling dizzy. Examples of such experiences include teamLab Planets TOKYO, Meow Wolf’s Omega Mart, Phantom Peak’s Open-World Adventure, and Universal Studios Japan’s Super Nintendo World.
Photo: Courtesy of teamLab, Meow Wolf, Phantom Peaks, and Universal Studios Japan
Especially as I grow older, I find my appreciation for such experiences growing proportionately to the stresses of reality as they serve as a temporal pause on my hectic routine and serve a timely and much-needed dose of dopamine.
Often in these experiences, I find myself embodying the perfect participant that the designer had hoped for – one who has convinced herself that she is truly one with the realm; that is until a fellow participant’s phone notification jingle interrupts my figment of imagination, or uninvited thoughts about whether I had locked my door before leaving the house that morning jerks me back to reality.
Something similar happened to me this Fall on the Soarin’ Over California ride at Disney World, Florida. Imagine – you are soaring through the skies of California, you smell the scent of mountain wood, you feel the light breeze lightly lifting the ends of your hair, you hear the majestic surround sound, and then, you see some legs dangling down from above and within your view of the California beauty before you.
Said dangling legs on Soarin’ Over California
Photo: Courtesy of WDW Magazine
Rides like Soarin’ Over California utilize a pristine flight motion simulator, scented air streams, and a large IMAX HD theater screen to indulge your senses and transport you to California; all of which are advanced immersive technology purposely designed for the ride. So why was I not able to feel immersed throughout the entire ride?
Mihaly Csikszentmihalyi perfectly describes what it is like to be fully absorbed in an immersive experience. Coined in 1970, he introduced a positive psychology concept of the Flow state where one wholly involves oneself in an activity that challenges the mind whilst doing it in enjoyment. (Csikszentmihalyi, 1990). In the Flow state, the individual is completely undistracted, to the point where “nothing else seems to matter” momentarily. This psychological phenomenon is intuitive and almost effortless despite our bodies being actively engaged in the activity.
Similar to how I perceive being in the state of full immersion in an entertainment experience to be like, the experience would absorb the individual in the joy and delight of the storyline and activity. The slight challenge in the experience would distract him from other unrelated thoughts and solely point his focus to the experience itself during its entire duration. Unfortunately, while I have been in a state of immersion during entertainment experiences, I have not been able to maintain that state of enthrallment throughout the entirety of it.
But it is not the designers.
In theater, we can control what you can see, smell, and hear – and sometimes, even touch – to create an immersive theatrical production that unwittingly pulls you to the edge of the seat. However, we are not able to control if there is a 6’2” (188cm) audience sitting before you and blocking half your view of the stage. It is also beyond our control if some audiences have chosen to not silence their phone and allow their deranged phone notifications to jingle relentlessly.
I witness a similar level of control in immersive experiences where designers utilize creative physical and digital methods to indulge your physical senses and transport you to the created realm. A ride that comes to mind is Avatar Flight of Passage in Pandora – The World of Avatar at Disney World’s Animal Kingdom. Led by Imagineer Joe Rohde, James Cameron’s vision of the movie Avatar was brought to life by recreating the extraterrestrial world of Pandora; the very land where the Na'vi (natives of Pandora) lived as depicted in the movie.
Pandora – The World of Avatar at Disney World’s Animal Kingdom
Photo: Courtesy of myself
Avatar Flight of Passage is a ride that takes you on a journey over and around Pandora while riding a mountain banshee (a large dragon-like creature featured in the movie Avatar). The designers have intricately engineered the rider to feel as if they are truly riding on a living banshee as airbags by their thighs inflate and deflate to simulate the rhythm of the banshee’s breathing. To further immerse the rider in the environment of Pandora, riders can feel wind gusts reflecting the fast speed of the banshee, the leaning motions of the flying banshee, light mists mimicking splashes from waterfalls, and wild scents fitting the scene and surroundings.
Avatar Flight of Passage
Photo: Courtesy of touringplans.com
The Avatar Flight of Passage can be argued as a modern version of Soarin’ Over California which first debuted in 2001. While both rides utilize a flight motion simulator, scented air streams, and a large screen, the former enhances the immersion by expanding the scope of tactile feedback that participants can feel. The trend of moving beyond simply designing for our touch senses begins to be more prevalent in other rides at Disney World. For instance, TRON Lightcycle at Magic Kingdom Park at Disney World recreated the experience of riding on a motorcycle by placing participants in the same physical position as a motorcyclist would on a freeway; allowing one to feel a similar adrenaline through fierce winds against their facts and the slightly uncomfortable posture on a motorcycle.
The intricacies designed in immersive experiences like such reflect the strong level of control that the designers hoped to have over riders’ figment of imagination. They seriously wanted you to experience riding on a live dragon-like creature in a fictional world created by James Cameron, and they genuinely do want you to experience what it is like riding a motorcycle at high speed. For the most part, they well-succeeded. However, one thing that they could not have planned nor designed for was: my terrible experience at the hotel in the morning that sporadically interrupted my brain for the rest of the day.
It is the human brain.
I really did try to not think about how bad my morning was – trust me as I swear on the pricey ticket prices to Disney World. In memory of the hole in my wallet, I wanted to savor every moment as much as I could. However, the interesting thing about our brain is that even though it is a part of us, it has a mind of its own. Research suggests that we spend almost half of our time in a day forming “stimulus-independent thought[s]” otherwise known as being in the act of “mind wandering”. (Killingsworth, 2010) These self-interrupting thoughts include passively thinking about having to do laundry or emails that have to be sent later.
The experience that I shared earlier is on a similar line of thought wherein the designers could not have controlled where and when my mind wished to wander; the fact that I was bothered by negative experiences was not something that designers could have realistically designed for.
And our colored perceptions.
Additionally, designers are not able to control our past experiences before coming to their beautifully designed immersive experience. These past experiences will unequivocally affect our perspectives and thereby influence how we experience future happenings.
For instance, whenever I am amid an immersive entertainment experience now, my theater background has since cursed me to – involuntarily and intermittently – ponder about how the sets are being created, why certain props were chosen, why the choice of a specific lighting position, and the list goes on. To add fuel to the fire, the act of attempting to shut down the mind wandering would inherently distract me from focusing on the immersive experience.
As we grow older, we are more likely to go through similar past experiences and our emotions about it may be similar to before as well. Personally, theme parks have begun to blend in similarities and I find myself less stimulated and less enthusiastic even when I am visiting a new theme park halfway across the globe. Nonetheless, the reduced stimulation and mental comparison of theme parks are fresher feelings and thoughts that I did not have when I was a little girl, which simultaneously grows my spectrum in feeling and thinking about entertainment parks.
Is there truly no way to achieve a fully immersive experience?
It might not be entirely impossible, but it will be extremely difficult.
The key is to control the uncontrollable. To explain this in the least mind-boggling manner, I will break down an experience into three major components: 1. Human 2. Physical Space 3. Spatial elements (these comprise any form of technology, props, etc., that are embedded into a physical space to stimulate our senses).
3 Major Components in an Immersive Experience
Diagram: Courtesy of myself
1. Human
As mentioned, our almost-obstreperous brain has a mind of its own and our past experiences would organically influence our perspective on future happenings. I believe that a fully immersive experience can be achieved if any of these two conditions are met:
a. The experience is designed with our past experiences in full consideration.
Having a deep understanding of how one perceives the world can allow for an intricate curation of an immersive experience for the individual. By considering the elements that inadvertently tug on our knowledge and thoughts, a fully immersive experience can be created by designing against negative triggers and building on positive triggers. These would also determine the physical space and spatial elements in the experience. For example, if an individual has an aggressive reaction to tomatoes due to a near-death incident, the experience will exclude the existence of tomatoes in the realm as it would likely jolt the individual back to thinking about his reality. On the flip side, if an individual has a positive memory of learning how to tie ropes, the experience might include a subtle interaction related to rope tying. This would be in line with the Flow state theory where one can enter the Flow state in the experience by being absorbed in a passion activity that gears the mind.
While it is not entirely impossible to design such an intricate curation, it is naturally not practiced in the industry due to cost, production, and resource constraints and such a design would not be universally appreciated which is not financially realistic to organizations.
b. Neurologists have cracked the code on how to trick the mind to the level of The Matrix.
If – or when – we can fully understand how we are neurologically wired, I believe that it will be possible to create a simulation that can temporarily trick our minds into being in another realm, such as the world of Harry Potter. Like The Matrix, we will be able to enter and exit the realm as we decide to whilst living in the hyper-realism of the created realm – minus the evil agenda part of the movie, of course.
2. Physical Space
Unlike my almost impractical suggestions (in the present state) in the section above, I do believe that there are methods that we can enact in a physical space to advance toward creating a fully immersive experience. A useful guide to reference when designing experiences is the 5E Experience Design model which was first invented by Larry Keeley in 1994 and later developed further by various organizations to meet changing design needs. The model is a handy guideline for designing the entirety of an experience from considering its physical design to the spatial elements, and can be adopted in designing events, services, or other forms of experiences.
5E Experience Design Model
Diagram: Courtesy of Conifer Research
Much like how this model has been tweaked to accommodate various design needs, I propose a revision of the existing 5E model to achieve a fully immersive entertainment experience. However, this revision should not be seen as a replacement of Keeley’s 5E model, but instead be considered as a complement to the model when designing immersive experiences.
EREISE Framework
Diagram: Courtesy of myself
The EREISE framework – Entice, Regulate, Enter, Immerse, Soak, and Exit – is designed to address the intricacies of immersive entertainment experiences, particularly due to how distractible we humans are and the complex nature of an immersive experience which in its essence, is an attempt to temporarily convince the participant of the realism of an alternate world and distract him from reality. To ease into such a mind-boggling situation, it takes time and space for participants to acclimate to the experience, and to depart from such an experience can be disorientating and would require time and space to transition back to reality. Hence, I created the EREISE Framework to account for these intricacies that can assist designers in advancing toward creating a fully immersive experience.
If you are interested to read more about the EREISE Framework, you can check it out here!
3. Spatial Elements
All of that said about the EREISE framework, how should we design for the spatial elements within the space? Is there a guideline?
Well, I believe that spatial elements should be intentionally designed in the context of the physical space and it should be either dependent on the Human (mentioned previously) or the specific experience of the realm. For instance, if the experience is A Day in Mars, I would expect red rocks everywhere. As a strong advocate for purposeful design, I believe that technology, props, and artwork should not be placed in a physical space simply for the sake of it, but to serve the intentional purpose of immersing the participant into the realm.
So... it is technically impossible in today's world.
But this is How I Envision Full Immersion to be Achieved in 2100.
I know you are probably still thinking about what I said about The Matrix – what? No, how? Wait, what?
These are fair thoughts, let me paint a picture in your head; it is not as dystopic as you might have imagined it to look (I hope).
In this device, advanced technology can access and probe your memories to learn about your past experiences. Through analyzing that data, the technology can curate an environment and activity that you can interact with and this would instinctively guide you into the Flow state in an entertainment immersive experience. The neurotechnology that may be utilized in this machine is already in the works today to “probe the brain for information and figure out what’s in their memory or their thought patterns”. (Hamzelou, 2023) While these technologies are currently being used in various manners such as monitoring children’s attention spans or testing if criminals are lying, such technologies can also be applied to creating a fully immersive entertainment experience. If immersive experiences do tap into such technologies in the future, there should be a seamless method for participants to leave the alternate realm when desired, just as individuals in the Flow state can snap out of it as and when.
I had half a mind to draw something similar to The Matrix, but this is not meant to be a dystopic idea nor does this speculation seek to encourage the purpose of those pods.
Pods of Humans in The Matrix
Photo: Courtesy of The Matrix movie
Although my drawing may still seem dystopian-like, I simply speculate this possibility to be a way that we can fool our brains into thinking that we are in an alternate realm. Naturally, I foresee other ways that full immersion can occur in the future without these mind games. With the advancement of technology, the creation of a hyper-realistic experience without probing into our brains would not be far from reality. While technology such as virtual reality has been rapidly advancing since its formal introduction in 1987 by Jaron Lanier, such technologies have room for improvement before being able to provide a seamless experience to the user. (Virtual Reality Society, 2020) As someone who suffers from motion sickness, I genuinely look forward to the day I can experience a comfortable blend of tactility and visuals without needing to wear a Virtual Reality headset.
All in all, I do believe that immersive experiences exist in today’s world, but it is extremely difficult to achieve full immersion where our state of concentration lasts throughout the entirety of the experience. However, with technology rapidly advancing and our understanding of how we are neurologically wired increases, we inch towards being able to create a wholly immersive experience one day; and hopefully then my doses of dopamine can last longer than 10 seconds in these experiences.
The curse in any form of experience is that despite the planned effect of the immersion, participants can receive it differently due to their colored perceptions, degree of distractibility, and other unique qualities. Similarly, this article is written from my perspective and opinions formed over the years of visiting theme parks and exploring unique exhibitions and experiences that the world has to offer.
Thank you for reading till the end, if you did. I love speaking about immersive experiences as much as I do listening about them so feel free to reach out for a coffee chat about the topic.