Aesthetics of Virtual Reality

Journal of Aesthetics and Art Criticism 80 (4):513-516 (2022)
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Abstract

In this book, Grant Tavinor, well known for his influential work on the aesthetics of videogames, offers the first focused study of the aesthetics of virtual reality media. When reading the first pages, one cannot help but notice Tavinor’s enthusiasm about virtual reality (VR) in the vivid descriptions of his explorations of virtual haunted houses, distant planets, and ancient Rome. These descriptions also reveal Tavinor’s refreshing aim to focus on present uses of VR media, instead of the so-called “perfect virtual realities” (virtual realities that are indistinguishable from the actual world) that are often the focus of philosophical discussions. When talking about VR, philosophers indeed often target hypothetical situations in which people are brains in vats, hooked up to experience machines, or living in a world that is, unbeknownst to them, merely a simulated one. Tavinor, however, intends to avoid metaphysical or ontological questions about hypothetical virtual realities, instead focusing on our aesthetic experiences of concrete VR media. With this, he generally refers to “immersive, interactive, and computable VR technologies” (p. 15), such as the HTC Vive, the PlayStation VR, and the Oculus, which depict virtual environments through head mounted displays. Tavinor’s aim is to show how these systems are media that allow for “a technologically fancy kind of picturing” (p. 12), and to contextualize them in the history of representational media alongside of painting, photography, and film.

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