Collection of texts of interest to Virtual Realities + Alterities (please add suggestions)
List of Papers
Serpentine Gallery, Future Art Ecosystems 2: Art x Metaverse (2021) pdf
Serpentine Gallery, Future Art Ecosystems 1: Art x Advanced Technologies (2020) pdf
Char Davies, OSMOSE: Notes on being in Immersive virtual space, Digital Creativity, Volume 9, 1998 pp 65-74 Online
Orit Halpern, 'The Trauma Machine: Demos, Immersive Technologies and the Politics of Simulation', Alleys of your Mind: Augmented Intelligence and its Traumas, Matteo Pasquenelli (ed), (2015) pdf
Luke Caspar Pearson, 'From SuperMario to Superstudio', e-flux (2019) link
Mandy Rose, 'The Immersive Turn: Hype and Hope in the Emergence of Virtual Reality as a Nonfiction Platform', Studies in Documentary Film, (2018) Volume 12, Issue 2: Virtually Real: Exploring VR Documentary, pdf or another version here: pdf
Mandy Rose, 'Technologies of Seeing and Technologies of Corporeality: currents in nonfiction virtual reality', World Records, (2018), Volume 1, Article 11. pdf or e-journal
Lucy Suchman, 'Configuring the Other: Sensing War Through Immersive Simulation', Catalyst: Feminism, Theory, Technoscience, (2016), Vol 2, No 1. pdf
Micthell Schwartzer, 'A Sense of Place, A World of Augmented Reality: Part 1&2', Places Journal Part 1 link, Part 2 link
James J Cumings, Jeremy Bailenson, 'How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence', Media Psychology, (2015) Volume 19, Issue 2, pdf
Sherry Turkle, 'Virtuality and its Discontents', The American Prospect, (1996) Winter, pdf
Books
Luke Caspar Pearson, Sandra Youkhana, Videogame Atlas, (Thames & Hudson 2022)
Owen Hopkins (ed), Multispace: Architecture at the Dawn of the Metaverse, Architectural Design, (2023)
Anna Mill & Luke Jones, Square Eyes, (2018)
Laurie McRobert, Char Davies' Immersive Virtual Art and the Essence of Spatiality, (2006)
Popular Writing on VR/XR/AR
Samuel Greenguard, Virtual Reality, (2019)
Jaron Lanier, Dawn of the New Everything, (2016)
Mark Pesce, Augmented Reality: Unboxing Tech's Next Big Thing, (2020)
Matthew Ball, The Metaverse - and how it revolutionise everything, (2022)
Architecture
Andri Gerber, Ulrich Götz, Architectonics of Game Spaces: The Spatial Logic of the Virtual and Its Meaning for the Real (2019)
Städelschule Architecture Class, SAC Journal 6 - Breaking Glass: Spatial Fabulations & Other Tales Of Representation In Virtual Reality, (2021)
Sylvia Lavin, Kissing Architecture, (2011)
Visual Cultures
Eleni Ikoniadou, The Rhythmic Event: Art, Media, and the Sonic, (2023)
Donna J Cox, Ellen Sandor, Janine Fron, New Media Futures: The Rise of Women in the Digital Arts, (2022)
Brian Massumi, Parables for the Virtual: Movement, Affect, Sensation, (2002)
Oliver Grau, Virtual Art, From Immersion to Illusion, (2004)
Laura Mulvey, Death 24x a Second, (2005)
Walead Beshty: Picture Industry: A Provisional History of the Technical Image 1844-2018 (2018)
Neils Van Tommel, Harun Farocki & Trevor Paglen: Visibility Machines, (2015)
Trevor Paglen, Adversarially Evolved Hallucinations (May 2024)
Daniel Birnbaum, Michelle Kuo (eds), More than Real: Art in the Digital Age (2018)
Animation, Game Engines, Gaming
Suzanne Buchan, Pervasive Animation, (2013)
Deborah Levitt, The Animatic Apparatus, (2018)
Paola Antonelli (ed), Never Alone: Video Games as Interactive Design, (2022)
Marie Foulston, Kristian Volsing (Eds), Videogames: Design / Play / Disrupt, (2018)
James Malazita, Enacting Platforms: Feminist Technoscience and the Unreal Engine (July 2024)
Jimmy Maher, The Future Was Here: The Commodore Amiga, (2018)
Zabet Patterson, Peripheral Vision: Bell Labs, the S-C 4020, and the Origins of Computer Art, (2023)
Cyborg Theory / Posthumanism / Critical Race Theory
Donna Haraway, Simians, Cyborgs and Women: The Reinvention of Nature, (1991)
Rosi Braidotti, The Posthuman, (2013)
N. Katherine Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics, (1999)
Neda Atanasoski, Kalindi Vora, Surrogate Humanity: Race, Robots, and the Politics of Technological Futures, (2019)
Grant Tavinor, The Aesthetics of Virtual Reality (2021)
Sean Cubitt, Finite Media: Environmental Implications of Digital Technologies, (2016)
Text Books
Tracy Fullerton, Game Design Workshop: A Playcentric Approach to Creating Innovative Games (4th Edition), 2025
Marie-Laure Ryan, Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media, (2016)
Jason Jerald, The VR Book, (2015)
1990's Theory
Ken Hillis, Digital Sensations: Space, Identity, And Embodiment In Virtual Reality (1999)
Robert Markley (ed), Virtual Realities and their Discontents, (1995)
Michael Heim, The Metaphysics of Virtual Reality , (1993)
Neil Spiller, Martin Pearce, Architects in Cyberspace: No. 118 (Architectural Design) (1995)
https://monoskop.org/images/2/2d/AD_118_Architects_in_Cyberspace_1996.pdf
Fiction
Ernest Cline, Ready Player One (2012)
Liu Cixin, The Three-Body Problem, (2008)
Neal Stephenson, Snow Crash, (1992)
William Gibson, Virtual Light, (1993)
David Cronenberg (dir.) Existenz, (1999)
Adolfo Bioy Casares, The Invention of Morel, (1940)
Daniel F. Galouye, Simulacron 3, (1964)
Daphne du Maurier, The House on the Strand, (1969)
J.G. Ballard, Vermillion Sands, (1971)
Philosophy of VR
Stefano Gualeni, Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, (2015)
David J. Chalmers, Reality+, (2023)
Links
https://book.leveldesignbook.com/introduction