Virtual Reality (VR) is not a new technology by any stretch of the imagination. Regardless of how futuristic VR might appear in popular culture, VR encompasses a rich and varied history that began to surface in the 1980s and 1990s when VPL Research produced a number of commercial devices (e.g. the DataGlove and AuidoSphere). As exciting as these systems were, the technology simply could not live up to the hype (Evans, 2018). In reality, the level of ‘immersion’ associated with these developments was just not enough to fulfil the implicit promise of VR. Simply put, the available technology was not able to conjure an experience of being present in a digital world that felt in any way ‘real’ (Shields, 2005).

In contrast to the failed hype of its first few decades, contemporary VR is going through a marked ‘renaissance’ (Evans, 2018). Modern systems, such as the Oculus Quest and more recently the Oculus Quest 2, are not only far more affordable than earlier offerings, but these headsets also represent a new era of standalone VR. Significantly, the Quest and Quest 2 do not require powerful personal computer to run. Instead, the computer is effectively built into the headset itself. This ‘untethering’ (Saker and Frith, 2019), as it is commonly referred, not only allows for more immersive experiences free from trailing wires, but also establishes a more complex and ‘coextensive’ relationship between physical and digital space (Saker and Frith, 2020).

Today, VR is being adopted by a range of creative industries beyond video games. VR, for example, has been used by music festivals like Coachella to extend the experience beyond its spatial confines (Locke, 2017), just as journalists have utilised this technology to forge new ways for audiences to ‘step inside the story’ (Saker and Frith, 2019). Likewise, VR has been incorporated in a number of artistic settings, such as art museums (Wojciechowski et al., 2004), providing novel ways for audiences to engage with public exhibits. As Parker and Saker (2020) argue, the application of VR in these environments does more than just extend the experience of concomitant exhibits, it also challenges the traditional social norms that have been established in these spaces.

With the recent growth and renaissance of VR, now is a good time to more broadly explore how the technology is being used across various creative industries. This edited collection will bring together work in diverse areas of VR to explore different applications and implications of the recent growth of the technology.

Edited by: Dr Michael Saker and Dr Jordan Frith.