美国沉浸式体验研究院(II):2025沉浸式娱乐与文化产业报告(英文版)(90页).pdf

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美国沉浸式体验研究院(II):2025沉浸式娱乐与文化产业报告(英文版)(90页).pdf

1、1Evolving Immersive:The 2025 Immersive Entertainment&Culture Industry ReportNoah Nelson Immersive Experience Institute Editor2Evolving Immersive:The 2025 Immersive Entertainment&Culture Industry ReportThe Last 15 Years,and the Next 15 Years.The arrival of Punchdrunks Sleep No More in New York City i

2、n March 2011 soon kicked off a global interest in immersive theater.However,immersive theater,as a performing arts format,had been around for generations,tracing its roots through productions like Richard Schechners Dionysus in 69(1968),John Krizancs Tamara(1981),Robert Wilsons H.G.(1995),GAle GAtes

3、 Field of Mars(1997),and Shunts Dance Bear Dance(2003).The form can also trace its lineage back to the works of the Fluxus art movement while also drawing on the themed entertainment tradition which coalesced with the 1955 opening of Disneyland.In a parallel development,the escape game format,heavil

4、y influenced by point-and-click games like Toshimitsu Takagis Crimson Room,was pioneered in Kyoto,Japan,in 2007 by the company SCRAP.These“real life”escapes began to take off in Eastern Europe,Australia,and Singapore in 2011.By 2014,dozens of rooms had opened across the United States,including major

5、 players still in the market today.That format can also trace its own roots back to game shows like The Crystal Maze and adventure games of the 1990s like Myst.Nearly simultaneously,in August of 2012,a crowdfunding campaign for the Oculus Rifts DK1 created a rush to develop virtual and augmented rea

6、lity technology.Developers would in turn rely upon many of the techniques and tropes of immersive theater,escape games,and themed entertainment for the content Editors PrefaceEditors Preface3Evolving Immersive:The 2025 Immersive Entertainment&Culture Industry Reportreleased on the various platforms

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