References
- Artaud, Antonin. 1958. The Theater and Its Double [1938]. Translated by MC Richards. New York: Grove Press.
- Asselin, Olivier, and Louis Auger Gosselin. 2014. “This Side of Paradise: Immersion and Emersion in S3D and AR.” In 3D Cinema and Beyond, edited by Dan Adler, Janine Marchessault, and Sanja Obradovic, 132–141. Toronto, Chicago: Intellect Press and University of Chicago Press.
- Bailenson, Jeremy. 2018. Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. New York: WW Norton.
- Bull, Michael, and David Howes. 2016. “The Expanding Field of Sensory Studies.” The Senses and Society 11 (1): 1–2. doi:https://doi.org/10.1080/17458927.2016.1194612.
- Burrows, Christopher N., and Hart Blanton. 2016. “Real-World Persuasion from Virtual-World Campaigns: How Transportation into Virtual Worlds Moderates In-Game Influence.” Communication Research 43 (4): 542–570. doi:https://doi.org/10.1177/0093650215619215.
- Chafkin, Max. 2015. “Why Facebook’s $2 Billion Bet on Oculus Rift Might One Day Connect Everyone on Earth.” Vanity Fair. https://www.vanityfair.com/news/2015/09/oculus-rift-mark-zuckerberg-cover-story-palmer-luckey
- Crawford-Holland, Sasha. 2019. “Virtual Healing: Militarizing the Psyche in Virtual Reality Exposure Therapy.” Television & New Media 20 (1): 56–71. doi:https://doi.org/10.1177/1527476417741199.
- Disrupt. 2019. “I Spent a Week in a VR Headset, Here’s What Happened.” Youtube. https://www.youtube.com/watch?v=BGRY14znFxY
- Evans, Leighton. 2018. The Reemergence of Virtual Reality. New York: Routledge.
- Feltham, Jamie. 2020. “Half-Life: Alyx Review: Supremely Polished, Surprisingly Familiar, Occasionally Awkward and Unshakably Essential VR.” UploadVR. https://uploadvr.com/half-life-alyx-review/
- Frischling, B. 1995. “Sideline Play.” The Washington Post, October 25. 11. Available at: ProQuest Historical Newspapers –The Washington Post.
- GamePro. 1995. “VR Headsets Get Warnings.” GamePro Magazine 74: 140.
- Grau, Oliver. 2003. Virtual Art: From Illusion to Immersion. Cambridge: MIT Press.
- Hillis, Ken. 1999. Digital Sensations: Space, Identity, and Embodiment in Virtual Reality. Minneapolis: University of Minnesota Press.
- Horowitz, Ken. 2004. “Sega VR: Great Idea or Wishful Thinking?” Sega-16. https://web.archive.org/web/20100114191355/http://sega-16.com/feature_page.php?id=5&title=Sega%20VR%3A%20Great%20Idea%20or%20Wishful%20Thinking%3F
- Hsu, Elisabeth. 2008. “The Senses and the Social: An Introduction.” Ethnos 73: 433–443. doi:https://doi.org/10.1080/00141840802563907.
- Huhtamo, Erkki. 2013. Illusions in Motion: Media Archaeology of the Moving Panorama and Related Spectacles. Cambridge, MA: MIT Press.
- Hunt, Cale. 2017. “Narcosis Review: I Think I Might Be Feeling It.” VRheads, March 28. https://www.vrheads.com/narcosis-review
- Kapralos, Bill, Karen Collins, and Alvaro Uribe-Quevedo. 2017. “The Senses and Virtual Environments.” The Senses and Society 12 (1): 69–75. doi:https://doi.org/10.1080/17458927.2017.1268822.
- Kozel, Susan, Ruth Gibson, and Bruno Martelli. 2018. “The Weird Giggle: Attending to Affect in Virtual Reality.” Transformations 31: 1–24.
- Lane, Rick. 2020. “A Spectacular Immersive Experience.” The Guardian. https://www.theguardian.com/games/2020/mar/25/half-life-alyx-review-a-spectacular-immersive-experience
- Maddox, Destiny. 2017. “Review: Narcosis.” Rely on Horror. https://www.relyonhorror.com/reviews/review-narcosis/
- Minotti, Mike. 2020. “Half-Life: Alyx Review: A Great VR Game for the Wrong Time.” VentureBeat. https://venturebeat.com/2020/03/23/half-life-alyx-review-a-great-game-vr-for-the-wrong-time/
- Ndalianis, Angela. 2004. Neo-baroque Aesthetics and Contemporary Entertainment. Cambridge: MIT Press.
- Oettermann, Stephan. 1997. The Panorama: History of a Mass Medium. Translated by DL Schneider. New York: Zone Books.
- Parisi, David. 2018. Archaeologies of Touch: Interfacing with Haptics from Electricity to Computing. Minneapolis, London: University of Minnesota Press.
- Reddit. 2019. “Man Spends 1 Week in Virtual Reality.” https://www.reddit.com/r/Vive/comments/av887j/man_spends_1_week_in_virtualreality/
- Rheingold, Howard. 1991. Virtual Reality. London: Secker and Warburg.
- Ross, Miriam. 2018. “Virtual Reality’s New Synesthetic Possibilities.” Television & New Media 21 (3): 297–314. doi:https://doi.org/10.1177/1527476418805240.
- Rubin, Peter. 2018. Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy, and the Limits of Ordinary Life. New York: HarperCollins.
- Sally, Lynne. 2006. “Fantasy Lands and Kinesthetic Thrills.” The Senses and Society 1 (3): 293–309. doi:https://doi.org/10.2752/174589206778476289.
- Schwartz, Alexandra. 2017. “Confronting the ‘Shocking’ Virtual-Reality Artwork at the Whitney Biennial.” The New Yorker, March 20. https://www.newyorker.com/culture/cultural-comment/confronting-the-shocking-virtual-reality-artwork-at-the-whitney-biennial
- Slaby, Jan 2016. “Relational Affect.” Working Paper SFB 1171 Affective Societies 02 (16): 1–31.
- Stiegler, Bernard. 2011. “Distrust and the Pharmacology of Transformational Technologies.” In Quantum Engagements: Social Reflections of Nanoscience and Emerging Technologies, edited by Torben Zülsdorf et al., 27–39. Heidelberg: IOS Press.
- Stiegler, Bernard. 2012. “Relational Ecology and the Digital Pharmakon.” Culture Machine 13 (12): 1–19.
- Sutherland, Ivan. 1965. “The Ultimate Display.” In Proceedings of IFIP Congress, New York City, 506–508.
- Thrift, Nigel. 2004. “Intensities of Feeling: Towards a Spatial Politics of Affect.” Geografiska Annaler: Series B, Human Geography 86 (1): 57–78. doi:https://doi.org/10.1111/j.0435-3684.2004.00154.x.
- Vannini, Phillip, Dennis Waskul, and Simon Gottschalk. 2012. The Senses in Self, Society, and Culture: A Sociology of the Senses. New York and London: Routledge.
VR experiences
- Arizona Sunshine. 2016. “Vertigo Games.” https://store.steampowered.com/app/342180/Arizona_Sunshine
- Boneworks. 2019. “Stress Level Zero.” https://store.steampowered.com/app/823500/BONEWORKS
- Budget Cuts. 2018. “Neat Corporation.” https://store.steampowered.com/app/400940/Budget_Cuts/
- Death Train VR. 2017. “Nomad Assembly.” https://store.steampowered.com/app/680780/DEATH_TRAIN__Warning_Unsafe_VR_Experience
- ExtremeVR. 2019. https://extremevr.com.au/
- Half-Life: Alyx. 2020. “Valve.” https://store.steampowered.com/app/546560/HalfLife_Alyx/
- Narcosis VR. 2017. “Honor Code, Inc.” https://store.steampowered.com/app/366870/Narcosis/
- Stormland. 2019. “Insomniac Games.” https://www.oculus.com/stormland/
- The Inpatient. 2018. “Supermassive Games.” www.supermassivegames.com/games/the-inpatient
- The Void. 2016. https://www.thevoid.com/
- The Walking Dead: Saints and Sinners. 2020. “Skydance Interactive.” https://store.steampowered.com/app/916840/The_Walking_Dead_Saints__Sinners/
- Wild/Bears. 2018. “Discovery VR.” https://www.discoveryvr.com/free-vr-videos/wild-things-bears/
- Xtremevr. 2019. https://xtremevr.ie/