This chapter describes the design and use of immersive media to evoke resonant, emotionally stirring experiences of sustainability. The analysis draws from phenomenological conceptions of presence to illustrate how virtual reality (VR) games and interactive installations create situations that allow users to experience sustainability (and unsustainability) in embodied, affective ways. Through the perspective provided by the resonant interactions such media evoke, sustainability is seen as felt embeddedness, a field of interrelated phenomena that need to be brought closer to users’ everyday life.
CITATION STYLE
Bendor, R. (2018). Experience. In Palgrave Studies in Media and Environmental Communication (pp. 93–127). Palgrave Macmillan. https://doi.org/10.1007/978-3-319-70383-1_4
Mendeley helps you to discover research relevant for your work.