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  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher">CIC</journal-id>
      <journal-title-group>
        <journal-title specific-use="original" xml:lang="es">Cuadernos de Información y Comunicación</journal-title>
      </journal-title-group>
      <issn publication-format="electronic">1988-4001</issn>
      <issn-l>1988-4001</issn-l>
      <publisher>
        <publisher-name>Ediciones Complutense</publisher-name>
        <publisher-loc>España</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">https://doi.org/10.5209/ciyc.102031</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>VARIA</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Open-World Art: searching for customisation of artistic experiences in the boundaries between videogames and media art</article-title>
        <trans-title-group xml:lang="en">
          <trans-title>Arte de mundo abierto: en busca de la personalización de experiencias artísticas en los límites entre los videojuegos y el arte multimedia</trans-title>
        </trans-title-group>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author" corresp="yes">
          <contrib-id contrib-id-type="orcid">https://orcid.org/0009-0004-7201-6041</contrib-id>
          <name>
            <surname>Mari-Altozano</surname>
            <given-names>Manuel</given-names>
          </name>
          <xref ref-type="aff" rid="aff01"/>
          <xref ref-type="corresp" rid="cor1"/>
        </contrib>
        <contrib contrib-type="author">
          <contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-0476-0547</contrib-id>
          <name>
            <surname>Molina-Tanco</surname>
            <given-names>Luis</given-names>
          </name>
          <xref ref-type="aff" rid="aff02"/>
          <xref ref-type="corresp" rid="cor2"/>
        </contrib>
        <contrib contrib-type="author">
          <contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-3897-2457</contrib-id>
          <name>
            <surname>Sedeño-Valdellos</surname>
            <given-names>Ana</given-names>
          </name>
          <xref ref-type="aff" rid="aff03"/>
          <xref ref-type="corresp" rid="cor3"/>
        </contrib>
        <aff id="aff01">
          <institution content-type="original">Universidad de Málaga</institution>
          <country country="ES">España</country>
        </aff>
        <aff id="aff02">
          <institution content-type="original">Universidad de Málaga</institution>
          <country country="ES">España</country>
        </aff>
        <aff id="aff03">
          <institution content-type="original">Universidad de Málaga</institution>
          <country country="ES">España</country>
        </aff>
      </contrib-group>
      <author-notes>
        <corresp id="cor1">Autor@s de correspondencia: Manuel Mari-Altozano: <email>memari@uma.es</email></corresp>
        <corresp id="cor2">Luis Molina-Tanco: <email>lmtanco@uma.es</email></corresp>
        <corresp id="cor3">Ana Sedeño-Valdellos: <email>valdellos@uma.es</email></corresp>
      </author-notes>
      <pub-date pub-type="epub" publication-format="electronic" iso-8601-date="2025-09-15">
        <day>15</day>
        <month>09</month>
        <year>2025</year>
      </pub-date>
      <volume>30</volume>
      <issue>1</issue>
      <fpage>139</fpage>
      <lpage>152</lpage>
      <page-range>139-152</page-range>
      <permissions>
        <copyright-statement>Copyright © 2025, Universidad Complutense de Madrid</copyright-statement>
        <copyright-year>2025</copyright-year>
        <copyright-holder>Universidad Complutense de Madrid</copyright-holder>
        <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
          <ali:license_ref>https://creativecommons.org/licenses/by/4.0/</ali:license_ref>
          <license-p>Esta obra está bajo una licencia <ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution 4.0 International</ext-link></license-p>
        </license>
      </permissions>
      <abstract>
        <p>Current trends in audiovisual contents look at customising the user experience by adapting media to consumers’ choices and preferences. Immersive media art has absorbed some of the elements of ‘engagement’, but it does not seem to have reached the level of individualisation of experience that digital games have achieved. To define the difference between open-world games and immersive performing art, an analysis of immersive artworks is performed based on Calleja’s Player Involvement Model. As a result, the concept of open-world art is proposed to connect open-world game features and immersive art, to build a novel artistic construction that creates actual personal experiences for participants.</p>
      </abstract>
      <trans-abstract xml:lang="es">
        <p>Las tendencias actuales en los contenidos audiovisuales están mirando hacia la personalización de la experiencia del usuario adaptando los medios a las elecciones y preferencias de los consumidores. El arte inmersivo en medios digitales ha absorbido algunos de los elementos y el espíritu del ‘engagement’, pero no parece haber alcanzado el nivel de individualización de la experiencia que han logrado los videojuegos digitales. Para definir la diferencia entre los juegos de mundo abierto y el arte escénico inmersivo, se realiza un análisis de obras inmersivas basado en el ‘Player Involvement Model’ de Calleja. Como resultado, se propone el concepto de arte de mundo abierto para conectar las características de los juegos de mundo abierto con el arte inmersivo y para desplegar una nueva construcción artística que genere experiencias personales auténticas para los participantes.</p>
      </trans-abstract>
      <kwd-group>
        <kwd>Open-World Games</kwd>
        <kwd>Immersive Art</kwd>
        <kwd>Videogames</kwd>
        <kwd>Media Art</kwd>
        <kwd>Performing Arts</kwd>
      </kwd-group>
      <kwd-group xml:lang="es">
        <kwd>Videojuegos de mundo abierto</kwd>
        <kwd>Arte inmersivo</kwd>
        <kwd>Videojuegos</kwd>
        <kwd>Arte audiovisual</kwd>
        <kwd>Artes escénicas</kwd>
      </kwd-group>
      <custom-meta-group>
        <custom-meta>
          <meta-name>Summary</meta-name>
          <meta-value>: 1. Contextualisation. 1.1. Video games. 1.2. Open-World Games. 1.3. The metaverse as a new communicative strategy. 1.4. A direct influence: The Museographic experiences. 1.5. The use of AI as a tool to create immersive experiences. 2. Hypothesis. 2.1. Objectives. 2.2. Methodology. 3. Micro-involvement: similarities between videogames and immersive art. 4. Discussion. 5. Conclusions. 6. References.</meta-value>
        </custom-meta>
        <custom-meta>
          <meta-name>How to quote</meta-name>
          <meta-value>: Mari-Altozano, M.; Molina-Tanco, L. and Sedeño-Valdellos, A. (2025). Open-World Art: searching for customisation of artistic experiences in the boundaries between videogames and media art, en <italic>Cuadernos de Información y Comunicación</italic> 30, 139-152.</meta-value>
        </custom-meta>
      </custom-meta-group>
    </article-meta>
  </front>
<body>
<sec id="contextualisation">
  <title>1. Contextualisation</title>
  <p>Immersion in virtual worlds has been supported by technology since
  the invention of the stereo- scope in 19<sup>th</sup> century. The
  current development of interactive Virtual Reality (VR) technology has
  renewed the discussion about immersion. The concept is an object
  interdisciplinary study, encompassing the fields of several
  disciplines, including audiovisual communication, psychology, and
  arts. As an interdisciplinary reconciliation, Murray proposes that
  immersion “is a metaphorical term derived from physical experience of
  being submerged in water. […] the sensation of being surrounded by a
  whole reality, as different as water is to air, which takes our
  attention, our whole perceptual apparatus” (Murray, 2017: 99). This
  definition brings a psychological view of the concept, explaining that
  immersion is a state produced by the mental involvement that needs an
  activity to be performed (Lombard et al., 2009). Arriving to that
  state can be achieved by three reasons: sensation of being surrounded,
  absorption produced by a narrative, and absorption as a result of the
  performance of an activity (Agrawal &amp; Bech, 2023: 322).</p>
  <p>Immersive phenomena depend on subjective perception, although a
  subject might not be conscious of its immersive experience (de
  Vasconcelos, 2021: 1). The point of view of artistic immersion deepens
  into the idea of causing a bidirectional communicative process between
  artwork and viewer, a perceptual relationship based on principles of
  space and body (Liu et al., 2022). Immersive media art builds a
  specific space, a multisensory stimulus in which our body gets fitted
  into an ecosystem, that is assembled from our inability to distinct
  between knowable experiences of illusion and reality (Maturana, 2008).
  This illusion of immersive events is considered as a self-perceptual
  construct similar to Merleau-Ponty’s reversibility: the own subject
  can identify it- self in a virtual world as it does in real world (de
  Vasconcelos, 2021; Merleau-Ponty, 1968; Smith, 2005). This concept
  emerged in a context where conceptual art was already a
  well-established reality in Western artistic creation, at a time when
  Kaprow was exploring new scenarios and experiences for viewers through
  the happening. As a result, immersive involvement is possible due to
  the cognitive adaptability of the viewer, who constructs an entirely
  new environment through subjective perception –a new
  <italic>Lebenswelt</italic> (Husserl, 1936; Trentini, 2015)– created
  by the illusion generated by user’s cognitive structures (Jaume Pérez,
  2021).</p>
  <p>Thus, immersive art entails the need to see oneself in the new
  world and to understand one’s situation in a virtual society, just as
  in the real one, where the notions of time, present and future are
  transformed. The way we perceive others, ourselves, and naturally
  everything we think is possible in the future, becomes an exercise of
  imagination –which has always characterized creativity, by the way– in
  these works that build environments and spaces inhabited in an
  original way and fictions based on a human consciousness freer of
  spatiotemporal parameters. In this sense, they would be anticipation
  stories (Despret, 2021) or speculative fictions (Haraway, 2019), on
  which Caplliure (2023) reflects. Immersive art represents a change in
  our perception and the experiential capacities of the human being,
  transforming the concept of point of view, narration, gaze, and even
  interface and others related to senses or feelings such as empathy
  (Martínez-Cano &amp; Roselló-Tormo, 2021) which opens these works to
  political potentialities.</p>
  <p>Immersive principles were born from psychological theories like
  Czikszentmihalyi’s ‘Flow Theory’, allowing the definition of immersion
  to be held up by audience engagement caused by its involvement in
  activities (Li &amp; Huang, 2023). This theory focuses on interaction,
  presenting a conceptual perspective of immersion connected to
  immersive model of videogames. From this theorical proposal, the term
  of cognitive absorption arises, defined as “a state of deep
  involvement with software” (Agrawal &amp; Karahanna, 2000: 665).
  Cognitive absorption brings up the redefinition of some topics like
  user’s experience or user’s confidence from a social and psychological
  point of view (Balakrishnan &amp; Dwivedi, 2021). Open-world games are
  the most representative examples of this principles. They build up
  optimal interfaces to achieve cognitive absorption due to user’s
  autonomy, wide virtual environments, and a large variety of challenges
  and tasks that lead users to engage find out a whole fun experience
  (Zhao et al., 2024). While Csikszentmihalyi (2008) sets a theorical
  fundamental for immersion, 60s digital art represents the artistic
  background for current immersive art. The interest of dadaist artists
  in their contemporary technology developments opened a door for visual
  arts to assimilate the newest advances, then and now (Marí-Altozano
  &amp; Sedeño-Valdellós, 2024). With regard to technology, the deep
  research in human-machine interaction began with Brian Shackel’s
  article ‘Ergonomics for a computer’ in 1959. Interactivity was
  assimilated by art within the next decades, especially since
  ‘Algorithm Art’ exhibition in 1968 and further with Rokeby’s art
  installations (Rokeby, 2010).</p>
  <sec id="video-games">
    <title>1.1. Video games</title>
    <p>Immersion is often used as a synonym for engagement, though they
    are not exactly the same. According to Czikszentmihalyi’s theory,
    immersion may require interaction to fully absorb the user into the
    content or game. However, true immersion appears to evoke something
    deeper in the user than mere attraction to an activity. Some
    researchers and studies distinguish this difference by emphasizing
    the presence of a new fictional world –a new reality that fully
    encompasses the user’s visual and auditory perception through VR and
    metaverses (Hernández, 2006; Li &amp; Huang, 2023).</p>
    <p>Although interactivity is not synonymous with immersion, the rise
    and consolidation of video games in the modern audiovisual market
    have significantly transformed how consumers interact with, engage
    with, and understand content. Video games rely on audiovisual texts
    that require an interactive narrative to transform the player into
    either a spectator or the main character of the story (Martín-Prada,
    2022: 182), achieving different levels of presence within the game.
    Immersion and presence largely depend on game technology. In this
    regard, Alison McMahan (2003) developed a framework categorizing
    video games based on the type of immersion they offer. She
    distinguishes between flat video games and isometric systems,
    explaining that the former primarily refers to 2D games, while the
    latter encompasses 3D games or environments that allow players to
    change their point of view.</p>
    <p>The concept of immersion has been increasingly integrated into
    digital games over the past decade. Meta and Sony have fully
    invested in VR, developing their own VR devices –the Meta Quest
    series and PlayStation VR. These VR games primarily expand on
    traditional digital game formats, particularly FPS (First-Person
    Shooter) and RPGs. In this field, certain video games have provided
    a viable and profitable avenue for developers, as seen with
    <italic>Half-Life: Alyx</italic> by Valve Corporation. These VR
    games grant players a limited degree of autonomy to move around.
    However, their geographical scale and the level of freedom they
    offer are not substantial enough to classify them as true VR
    open-world games.</p>
  </sec>
  <sec id="open-world-games">
    <title>1.2. Open-World Games</title>
    <p>Open-world games create unique and personal playful experiences,
    as opposed to lineal and structured ‘gameplay’ of other formats like
    role-playing games RPGs (Alexander &amp; Martens, 2017), which build
    a universe of options for the player: “With a large world and many
    options, players often feel lost and unsure of where to go”
    (Sullivan et al., 2012). This feeling of loss is, nevertheless, part
    of the process that open-world proposes, due to the use of large
    worlds in ‘gameplays’. Thus, players focus on exploration and
    discovery rather than on lineal narratives predefined by the digital
    game (Szymanezyk et al., 2011).</p>
    <p>Open-world games are based on the idea that players “do what they
    want when they want” (Hughes &amp; Cairns, 2021: 3), at least as far
    as current technology allows, through various strategies. As a
    result, open-world games achieve a personalisation of the user’s
    interaction with the game, which is consciously experienced by
    players: “Indeed, even finding two players that have played through
    the exact same content would be challenging” (Hughes &amp; Cairns,
    2021: 3). Thus, each player has a unique experience, something that
    does not happen in the rest of videogames formats.</p>
    <p>The open-world format builds a ‘magic circle’, a non-real place
    in which the player undergoes a fictional experience that can be
    similar or not to real interactions, environments, or events (Juul,
    2005). Accordingly, this genre crafts a narrative that integrates
    not only enjoyable and interactive features, but also geographic
    structures, making exploration and discovery crucial aspects of the
    consumer’s experience. (Fraile-Jurado, 2023). Consequently, the
    geographic component causes an immersion: users get submerged in a
    fictional world, a virtual reality.</p>
    <p>From this idea of immersion, Calleja develops the ‘Player
    Involvement Model’, earlier termed the Digital Game Experience
    Model, structured on six axes of involvements:
    affective<italic>,</italic> spatial<italic>,</italic>
    ludic<italic>,</italic> kinesthetic<italic>,</italic> narrative and
    shared (Calleja, 2007, 2011). Besides, this model is structured
    around two tiers of involvement: ‘micro’ and ‘macro’.
    Micro-involvement in gaming refers to the “moment-by-moment
    engagement with gameplay” (Calleja, 2011: 40). This includes the
    immediate actions, decisions, and interactions that players make
    during their gaming experiences. Essentially, it focuses on the
    small-scale, in-game activities that contribute to the overall
    gaming experience. For example, when a player reacts quickly to an
    opponent’s move in a FPS game or makes real-time decisions during a
    racing game, these actions represent micro-involvement. In contrast,
    macro-involvement refers to the long-term, off-line engagement with
    videogames (Calleja, 2011: 39). It includes broader aspects such as
    motivations, sustained interest, and overall commitment to gaming
    beyond individual play sessions. Macro-involvement considers the
    player’s relationship with games over time, including factors like
    game preferences, social interactions related to gaming, and the
    player’s identity as a gamer (Iacovides et al., 2014). This model
    emerged as a result of the evolution of digital games during the
    last decade of the 20th century. Since then, the study of video
    games has spread throughout the field of social communication
    research from the beginning of the 21st century.</p>
  </sec>
  <sec id="the-metaverse-as-a-new-communicative-strategy">
    <title>1.3. The metaverse as a new communicative strategy</title>
    <p>The rise of AI and Virtual Reality is introducing new ways of
    understanding both interpersonal and intrapersonal communication. In
    these contexts, VR art appears to function as a form of speculative
    narrative, expanding the boundaries of what is possible in visual
    and performing arts –much like cyborgs did decades ago (Haraway,
    1999). As a concept, speculative narrative has been widely explored
    through in relation to science fiction, according to Haraway’s
    perspectives. Fabrizio Terranova proposes a more concise definition
    of it:</p>
    <p>A type of narration that enables one to unfold new worlds through
    arousing an appetite for what’s possible (what could or could have
    taken place). It is not just about understanding a totally new
    creation, the remarkable difference is that it is about placing
    lures susceptible of bringing forth today possibilities that were
    already in situations. Enlarging the spectrum, the relationship to
    History, to stories, inventing sensitive ways re-unfolding in order
    to re-play and see what we sidelined, a whole series of
    possibilities that are still active today, to transform things.
    Enlarging the spectrum, including forms of science fiction (…).
    Multiplying types of approaches and possible narrative models.
    Creating characters, myths, inventing new situations to intensify
    this world<xref ref-type="fn" rid="fn1">1</xref>.</p>
    <p>These new cosmologies represent not only an ideal or utopian
    fiction but a complete universe with its own physics, environments,
    and rules –commonly known as the metaverse. The metaverse is “an
    envisioned future Internet enabling immersive and real-time
    experiences of virtual reflection for the physical world” (Khalid et
    al., 2023: 26). It opens new possibilities for interpersonal
    relation- ships through potential semantic communication, though
    user security must play a crucial role (Khalid et al., 2023).</p>
    <p>In this regard, the cosmological features of metaverse represent
    the main characteristic of virtual worlds: an entire environment
    separated from the real world, with its own physics and behaviour,
    conceived as a parallel reality. The virtual world –also known as
    virtual environments– is spotted at the top of virtuality, at the
    maximum expression of VR. Consequently, the Reality- Virtuality
    Continuum places every type of VR according to the level of
    connection between reality and metaverse (fig. 1). On this point,
    the term virtuality is meant is to be a term that refers to a
    partial or complete immersion in a “synthetic world, which may or
    may not mimic the properties of a real-world environment, either
    existing or fictional” (Milgram et al., 1995, p. 283). Thus,
    virtuality can be explored as a fully virtual environment or “with
    some amount of ‘reality” (Milgram et al., 1995, p. 285)(<xref ref-type="fig" rid="F1">Figure 1</xref>).</p>
    <fig id="F1">
      <label>Figure 1. </label>
      <caption>
        <title>Reality-Virtuality Continuum (Chen, 2023, p. 22)</title>
      </caption>
      <graphic mimetype="image" mime-subtype="png" xlink:href="media/image1.jpg">
        <alt-text>/</alt-text>
      </graphic>
    </fig>
  </sec>
  <sec id="a-direct-influence-the-museographic-experiences">
    <title>1.4. A direct influence: The Museographic experiences</title>
    <p>It is evident that Virtual Reality has introduced new
    perspectives and considerations in the fields of art and
    communication, destabilizing traditional boundaries and foundations
    in both domains. It has also transformed the way artistic products
    and performances are consumed. In this regard, museums have found a
    new environment –a digital universe– to showcase their collections
    and promote visual arts to new target audiences. VR museums are now
    a readily accessible reality. For instance, the video game platform
    Steam offers users a free VR museum experience through <italic>The
    VR Museum of Fine Art</italic>, developed by Finn Sinclair. This
    application presents a large virtual space where users can move
    freely and admire paintings and sculptures, much like in an
    open-world game. However, it lacks a structured narrative or
    objectives guiding the user’s journey.</p>
    <p>Similarly, Meta has developed a museographic metaverse in
    <italic>VR Museum: Art Through Time</italic> for its HMD devices.
    However, these VR experiences compile famous artworks from different
    periods within a fictional space rather than replicating a real
    museum or gallery. The Smithsonian American Art Museum has also
    embraced VR technology to promote its collection. Through the VR
    application <italic>Smithsonian American Art Museum: Beyond the
    Walls</italic>, users can explore a virtual representation of the
    museum’s east wing and additional fictional environments. This
    initiative highlights the potential of VR to promote and popularize
    museums as part of a new advertising strategy driven by the
    metaverse and immersive experiences. These museographic environments
    blend mixed and virtual realities, offering an innovative ecosystem
    for engaging with visual arts (Martí Testón, 2018).</p>
  </sec>
  <sec id="the-use-of-ai-as-a-tool-to-create-immersive-experiences">
    <title>1.5. The use of AI as a tool to create immersive
    experiences</title>
    <p>Furthermore, contemporary art metaverses are integrating new
    AI-driven techniques and developments that are transforming the
    design and customization of communication strategies. The
    introduction of Large Language Models into artistic creation
    introduces new perspectives and creative processes that were not
    traditionally considered. In this context, the platform
    <italic>Theatre of Tomorrow</italic> is experimenting with the use
    of ChatGPT to replace real actors in VR theater, utilizing a
    pre-trained generative AI that responds to users based on predefined
    instructions (Wu, 2022). This type of perspective is changing and
    overpassing traditional interpersonal communications to be
    substituted by an AI-human communication, integrating AI in artistic
    creation in a technological perspective, in a posthumanist
    perspective (Xu et al., 2024).</p>
    <p>Moreover, the design of metaverses receives a considerable
    support from AI, especially for programmers and video game
    designers. The market of 3D modelling has suffered from the
    proliferation of generative AIs that allow the designers to obtain
    models from an image or a text, such as Meshy AI, Promethean or
    Polycam. These applications are facilitating the work of this
    designers and allowing non-expertise designers to manage VR projects
    and the construction of metaverses with a significative quality of
    design. This generative AI for 3D models represents the logical
    evolution of the Generative Adversial Networks (GAN) that are
    currently consolidated for images generation, a new habit in art
    creation that has led to the birth of a new style called ‘GAN Art’.
    Beyond 3D modeling, AI-driven technology is increasingly being used
    to generate videos and 360º images, further simplifying the work of
    VR designers. Some tools, such as RICOH360 Tours and Toolify AI, are
    available to consumers and programmers via their websites. The
    company REM Experience has explored this type of generative AI in
    the <italic>Painting</italic> project, which converts some of the
    most important paintings in art history into 360º videos and 3D
    worlds (Agrup Lab, 2013). In this context, we will now identify the
    hypothesis underlying the concept of open-world art and outline a
    methodology for applying the term to some of the most important VR
    artworks of recent years.</p>
  </sec>
</sec>
<sec id="hypothesis">
  <title>2. Hypothesis</title>
  <p>Immersion in open-world games lets players have a unique and
  personal experience, not only from a narrative and entertainment
  perspective, but also fundamentally sensory; the player deepens into a
  state of ‘flow’ which is perceptually distinct from that of other
  viewers, even though the audiovisual content –the open-world– in which
  they are submerged is the same. Current immersive performing artworks
  create spatial metaverses that brings visitors to a virtual world,
  situating their bodies as immersed objects, each of them becoming the
  centre of the experience. However, individualisation relies on the
  personal perception of the experience; the sensory aspect is shared by
  all participants, maintaining a general subjectivity in line with
  Kant’s aesthetic. Therefore, openworld concept emerges as a real
  possibility to build personal narratives based on distinct sensory and
  cognitive experiences. Open-world art offers a potential for actual
  personal involvements, not only in perceptual terms but also sensory,
  providing different viewpoints of the same audiovisual content due to
  the user’s autonomy. This constitutes ‘open-world art’, as an
  evolution of Wagner’s total art: from <italic>Gesamtkunstwerk</italic>
  to a <italic>Gesamtkunstwelt</italic>, raising the art to the
  consideration of world, a reality of total art.</p>
  <sec id="objectives">
    <title>2.1. Objectives</title>
    <p>To define potential possibilities of open-world art and its
    development, the following objectives are proposed:</p>
    <p>– Identify open-world games features in current immersive
    audiovisual artworks.</p>
    <p>– Analyse some of the most important immersive artworks to define
    creative patterns and models connected to open-world concept.</p>
    <p>– Formulate a potential evolutionary pathway from immersive works
    resembling open-world virtuality to a prototype of open-world
    art.</p>
  </sec>
  <sec id="methodology">
    <title>2.2. Methodology</title>
    <p>To achieve these objectives, we analyse immersive visual and
    performing artworks using Calleja’s ‘Player Involvement Model’
    (Calleja, 2011). This analysis helps us identify features shared
    between open-world games and immersive artistic creations. From the
    identification of the axes of micro-involvement, we signal
    connections between audiovisual content in both worlds, supported by
    theoretical and aesthetic elements, to construct an open, immersive,
    and personalized artistic proposal for the audience.</p>
    <p>The selection of cases is based on three specific features that
    an artwork must possess to be considered, or come close to being
    considered, an open-world artwork:</p>
    <p>– A fully immersive experience in which viewers have the autonomy
    to move around and explore. This is the most essential
    characteristic of open worlds.</p>
    <p>– It must take place in a virtual environment. To be considered a
    ‘world of art’, the environment must be potentially manipulable by
    the artist. In this regard, VR artworks or installations similar to
    scape rooms can be examined.</p>
    <p>– There must be interactivity between the artwork and the
    participant. This aligns with Czikszentmihalyi’s concept of
    immersion, in which interactivity forms the basis of the ‘state of
    flow’. This criterion excludes most scape rooms, visual
    installations and traditional artworks based on static and
    contemplative experiences.</p>
    <p>According to this framework, the analysis will focus on three
    immersive artworks: <italic>Tempest</italic> by Tender Claws,
    <italic>Le bal de Paris</italic> by Blanca Li and
    <italic>VR_I</italic> by Gilles Jobin. First, we will identify
    Calleja’s axes of involvement in museographic experiences and
    certain open-world video games as a preliminary step to analysing
    these artworks, with the aim of uncovering connections between those
    games and the artistic proposals.</p>
  </sec>
</sec>
<sec id="micro-involvement-similarities-between-videogames-and-immersive-art">
  <title>3. Micro-involvement: similarities between videogames and
  immersive art</title>
  <p>The main elements of Player Involvement Model describe an
  extrasensory line to define the level of immersion achieved by the
  videogame, based on the idea that participation fosters deeper
  immersion, leading to a heightened state of flow. Unlike traditional
  arts, videogames have been described as intrinsically rewarding, due
  to a combination of challenge, fantasy, curiosity and other
  interpersonal motivators, which fosters an open and active approach to
  ‘gameplay’ (Juul, 2005; Salen &amp; Zimmerman, 2003); what Bernard
  Suits (1978) refers to as the “lusory attitude”. However, the allure
  of art does not solely reside in its narrative or entertaining value,
  or at least, these aspects are not its primary objectives if the
  artwork aspires to be fully regarded as an artistic product from a
  traditional aesthetic perspective.</p>
  <p>Historically, the motivation to engage with art has evolved from
  contemplation, arising from the aesthetic appeal inherent in the
  artwork, an attraction to be undergone aesthetically and to be the
  genesis of a knowable experience (Bourdieu, 2002). Interactive art has
  introduced a new perspective on contemplation, shifting from a passive
  to an active stance, from viewer to ‘interactor’, bringing
  ‘engagement’ into artistic narratives (Vázquez-Herrero &amp;
  Pérez-Seijo, 2022). In this regard, immersive art incorporates
  elements of contemporary interactive communicative narratives
  pertaining to videogames. However, art goals remain rooted in
  classical aesthetic principles: the artwork becomes art when
  contemplated, even if the visitor is not merely observing but actively
  interacting with the piece of art.</p>
  <p>The nature of art fosters an affective connection with the
  audience; it inevitably produces both affective and narrative
  involvement, often in a deeper emotional way that digital games do. As
  viewers, we are usually aware of this attraction, making us conscious
  of our engagement with the artwork. Conversely, open-world games
  create significant appeal through geography, which can be inspired by
  virtual or real environments (Fraile-Jurado, 2023). This dimension of
  spatial involvement is also seen in new museographic immersive
  scenarios, structured as 360º worlds, placing the consumer in a new
  geography (Martí Testón, 2018) –a space shared with other users,
  creating shared involvement. For instance, Tim Burton introduces
  viewers to a new world based on Alice’s Wonderland in <italic>Tim
  Burton’s Labyrinth</italic> (Burton, n.d.), using physical
  architectural models to submerge the viewer in a fictional space.
  While Tim Burton’s creation focuses on ‘analogical’ scenography, other
  efforts, like Exhibition Hub and Layers of Reality, implement 360º
  immersion using 3D projections and videomapping (Gil, 2023;
  <italic>IDEAL Centre d’arts Digitals</italic>, 2019).</p>
  <p>The spatial involvement in immersive museography builds an
  immersive perspective adapted to space; the construction of these
  exhibitions is based on architecture, an analog space where audiences
  experience a new reality, a fictional world. In Virtual Reality (VR),
  as in open-world games, we also have to consider world scaling,
  geomorphology, and weather conditions (Fraile- Jurado, 2023). These
  elements are crucial in videogames like <italic>Assassin’s Creed
  Origins</italic> and <italic>Red Dead Redemption 2</italic>, which not
  only build a geography, but also a historiography to immerse players
  in the past. In recent years, new immersive artworks have focused on
  constructing new geographic virtual scenarios; in fact, most of these
  works use game engines like Unity or Unreal Engine. For instance, the
  art and games studio ‘Tender Claws’ presents a world with its own
  virtual geography in ‘Tempest’ (Rodríguez, 2021). In this case,
  Head-Mounted Displays (HMD) are applied to submerge viewers in an
  adventure world based on virtual oceans, fields, and climatology,
  achieving significant spatial involvement that causes motivation and
  attraction.</p>
  <p>Besides motivation, personal and situational engagement is one of
  the most important goals of computer games. This introduces the
  audience into a state of flow, disturbing its sense of time, and
  reaching the phase that Calleja calls “incorporation” (Calleja, 2011).
  The author focuses his model of analysis not on the direction that the
  videogame takes, but on the form of involvement prevalent during
  gameplay. For instance, shooter games mainly seek a ludic involvement
  from players. However, there are some games in which specific moments
  can develop different types of involvements. For example,
  <italic>World of Warcraft</italic> offers different phases, such as
  ludic involvement when pricing items at the auction house, and spatial
  involvement in the regional distinctness of worlds like Azeroth
  (Calleja, 2007).</p>
  <p>Open-world digital games offer narrative structures based on the
  design of complex spatial elements and virtual environments
  (Rizopoulos et al., 2023). These environments are constructed upon
  real or fictional geographies which provide the video game with a
  narrative structure. However, this narrative is built by the user,
  whose presence in the gameplay defines the storyline’s evolution
  within the digital game. Therefore, the narrative in open-world games
  depends mainly on user’s choices about when and where to go (Hughes
  &amp; Cairns, 2021). Nevertheless, digital games usually propose a
  principal storyline that is useful for player to avoid getting lost in
  the world. This is seen in <italic>Red Dead Redemption 2</italic> with
  the main story of Arthur and various secondary characters and
  situations that the player can choose to engage with or not,
  determining their kinesthetic and narrative involvement in the
  game.</p>
  <p>Some current immersive artworks propose similar perspectives to the
  considerable user’s autonomy of open-world digital games, although
  they do not reach the point where viewers are allowed to go wherever
  and whenever they desire. From a micro-involvement perspective, Blanca
  Li’s artwork <italic>Le bal de Paris</italic> offers actual autonomy
  for participants to dance in a virtually transformed scenario (Li,
  2020). Even so, the consumer still experiences from a kind of
  constraint in this immersive work: viewers are guided through the
  world and must follow a predefined trip. During that trip, they can
  dance completely ‘ad libitum’ with the rest of the viewers and NPCs,
  but only in a closed environment structured and delineated by physical
  space where their gestures are recognised digitally and performed
  virtually from other participants’ points of view. Its engagement thus
  lies in a search for kinesthetic involvement, giving ‘spatial’ a
  secondary role as an environment that causes visual engagement and
  aesthetic pleasure. This results in a loss of autonomy about personal
  choices: they can decide how to dance and perform around the space,
  but not where in the world they do it.</p>
  <p>Tender Claws’ spectacle <italic>Tempest</italic> works in a similar
  way. Although performance involvem<italic>ent</italic> is hardly less
  important than in Blanca Li’s work, ‘<italic>Tempest</italic>’ builds
  a complete virtual world of adventures guided by a real actor,
  expressed as an ‘avatar’ (Gorman, 2020). In that world, the viewers
  live a phantasmagorical experience to bring Prospero to life. They
  must interact with some avatars controlled by other actors, making
  each performance different depending on actors and group of
  participants’ decisions. During the experience, users can move around
  and interact using Oculus Quest joysticks. This feature allows them to
  explore the environment with a high level of autonomy (Adam Savage’s
  Tested, 2020). However, this movement and exploration are designed to
  be performed while stationary; they do not require kinesthetic
  involvement or physical activity from the participant. Paying
  attention to Calleja’s model, this theatre play would develop mainly
  narrative and shared involvement because of the existence of a
  specific goal to execute. Thus, the viewer must plan and think about
  how to achieve it instead of focusing on a dance or a world to
  discover, and this directly connects the experience with
  Czikszentmihalyi’s thoughts about immersion (Li and Huang, 2023).</p>
  <p>Like <italic>Le bal de Paris</italic>, <italic>VR_I</italic>
  presents a complete virtual reality environment to viewers in real
  time. This environment invites participants to explore the world
  (Trilnick, 2017). Meanwhile, a group of dancers performs within the
  virtual world, represented by avatars that interact with the viewer
  during their exploration. The experience uses gesture recognition
  systems and HMD devices to create a fully shared
  experience<sup>2</sup>. This artwork offers participants genuine
  autonomy to explore and move around. However, they are confined to a
  small area due to the limitations of the recognition system –an issue
  shared with Le bal de Paris. Since it employs similar technology and
  immersive techniques, it demonstrates a strong sense of shared spatial
  and kinesthetic involvement. Participants can see their own bodies and
  those of others while moving within the confined space and interacting
  with fellow participants. As a result, other potential elements of
  engagement, such as playful or narrative involvement, take a secondary
  role. Their enjoyment is driven primarily by interaction with peers
  and exploration of the virtual world, although they cannot choose
  between different scenarios or make decisions as they can in
  Tempest.</p>
  <p>This analysis discloses a strong resemblance between
  <italic>Tempest</italic> and certain multiplayer and open-world games,
  positioning the participant as the main character to make the
  audiovisual content flow. Although ludic involvement may be prevalent
  in the immersive structure of Tempest, interactions with actors and
  the interface provide instances of spatial, kinesthetic and narrative
  involvement. The use of VR as an interactive platform thus builds a
  complete experience, quite similar to open-world games. Meanwhile,
  <italic>Le bal de Paris</italic> and <italic>VR_I</italic> construct a
  utopian scenario for an open-world artwork. However, the use of
  gesture recognition technology limits participants’ autonomy to a
  small area where they can move freely alongside others, creating an
  optimal environment for shared and kinesthetic involvement.</p>
  <p>In summary, <italic>Le bal de Paris</italic> and
  <italic>Tempest</italic> represent performing artworks quite similar
  to open- world games due to their construction of entirely new virtual
  geographic worlds. Moreover, they provide audiovisual products with
  comparable levels and types of involvement in open-world games,
  engaging participants in artistic experience using motivations beyond
  affective and narrative topics, such as spatial or tactical
  involvements. In open-world games, consumers traverse the virtual
  world as they desire, selecting routs and destinations from a vast
  array of options, even leaving some of them unvisited (Hughes &amp;
  Cairns, 2021). In contrast, these immersive performing artworks offer
  limited autonomy regarding the choice of locations to visit and stay;
  viewers are required to follow a predefined plan, although they can
  make decisions about specific aspects such as how to dance in Li’s
  work or who to interact with in Tender Claws’ (Li, 2020; Gorman,
  2020). However, these decisions primarily influence how consumers
  react to the same experience rather than what they perceive
  sensorially. To gain a fully distinct perspective, it is necessary to
  let viewers to choose their own course, even if it means potentially
  missing out part of the content, as some open-world games cause.</p>
</sec>
<sec id="discussion">
  <title>4. Discussion</title>
  <p>Immersive media art has adopted some aspects and the essence of
  ‘engagement’, creating entire virtual environments and interactive
  experiences to captivate audiences. Nevertheless, it seems to fall
  short of the level of personalisation found in digital games. A
  significant factor here is the absence of complete autonomy that
  characterises open-world and FPS games. To delineate the difference
  between open-world games and immersive performing art, an examination
  of immersive artworks is conducted using Calleja’s Player Involvement
  Model (Calleja, 2011). Consequently, the term of open-world art is
  introduced to bridge the features of open-world games with immersive
  art.</p>
  <p>The concept of open-world art brings up some important topics and
  problems to face with. Although game engines are good options, the
  most complex problem is probably how to build the interface. An open
  world with an interaction like that of <italic>Le bal de
  Paris</italic> would require an enormous space and a large number of
  resources of gesture recognition and live rendering to be performed.
  On the other hand, <italic>Tempest</italic> proposes an interface
  potentially adaptable to open-world games format as it uses HMD for
  immersion and Oculus Rift hardware for movement within the world
  (Gorman, 2020). In this regard, volumetric recording seems to offer a
  sustainable tool to introduce real actors in virtual worlds, thereby
  enabling the virtualisation of characters from the real world to
  create a mixed reality environment (Martínez-Cano &amp; Roselló Tormo,
  2020; Martínez-Cano &amp; Roselló-Tormo, 2021).</p>
  <p>Other important topic is how the introduction of open-world format
  into art transforms the way the artistic narratives are built.
  Classical narratives in performing art are based on linear development
  of stories through space and time. However, contemporary artworks
  introduce temporal ellipses that break the natural line of the story.
  Open-world games shatter these classical and avant-garde narratives by
  granting the audience considerable dominance over the evolution of
  time and space. Thus, open-world art would need to offer multiple
  options for audience to view simultaneously, giving the viewer the
  chance to observe the space he desires. An example of it could be an
  opera in which many singers are performing in different rooms of the
  same building, rooms that the viewer could freely prospect. According
  to the analysis performed, the level of autonomy is the main point
  that makes a difference between immersive performing art and open-
  world games. If current immersive art can achieve a similar level of
  autonomy, it will provide a distinct experience to each participant,
  offering a personalised perspective on the same artwork.</p>
  <p>The analysis reveals numerous similarities between digital games
  and contemporary immersive art. Calleja’s model seamlessly applies to
  modern VR theatre and dance artworks, showcasing a complete
  “incorporation” of audience throughout their virtual journeys
  (Calleja, 2007, 2011). However, it is imperative for artworks to
  continue crafting experiences focused on generating aesthetic
  experiences, rather than mere entertainment, thus upholding their
  status as art. Moreover, the interaction of the audience prompts a new
  reflexion about creator-user relationship. The viewer acquires a dual
  role as both participant and author: a co-author. Open-world art
  introduces the notion of the co-author, that not only transforms the
  artwork, but also shaping the viewer’s perception through embodied
  cognition (Trentini, 2015).</p>
  <p>Nevertheless, open-world art faces the risk of devolving into mere
  entertainment, resembling digital games. Therefore, user’s
  interactions in open-world art must retain some main elements of
  classic aesthetic to continue being considered as art, maintaining a
  distinction from videogames. One such element is that viewers’
  interactions must not cause significant change in the development of
  the artwork; in other words, the growth of its narrative cannot depend
  substantially on user’s activities. This condition would transform the
  artwork into a kind of platform game where users must overcome levels
  to advance through its narrative. Additionally, user’s interactions
  must not be rewarded, as this would impart a playful sense to the
  piece of art. Beyond its aesthetic dimension, open-world art also
  raises ethical concerns. As a potential shared environment, it can
  offer meaningful ways to interact with others and create new scenarios
  for globalization within aesthetic experiences. However, it also
  entails some of the most pressing ethical issues associated with the
  use of VR, such as fraudulent behavior, verbal abuse, and increased
  feelings of loneliness due to the absence of face-to-face interaction.
  In this context, a moderate use of open- world art activities
  involving VR is advisable. In summary, users’ activities can allow
  them to travel freely through the virtual world and interact with some
  elements, but they must not cause significant disruptions in the flow
  of the artwork.</p>
  <p>Furthermore, an optimal scenario for an open-world artwork would
  present significant technological and practical challenges. Not only
  would VR devices be required, but also an extremely large physical
  space to allow users to move around and explore different parts of the
  virtual world. For this reason, the use of joysticks and interactive
  tools may be considered, although these can reduce the sense of
  kinesthetic involvement. An alternative solution is the use of Mixed
  Reality, in which the real world is modified using AR and spatial
  audio. This approach can be implemented on most HMD devices and allows
  users to move freely without physical limitations.</p>
  <p>Moreover, the study of open-world art as a new artistic concept
  faces significant limitations, particularly due to the lack of
  effective control mechanisms for the experiences and the absence of a
  framework or specific model to analyse user experiences or to guide
  the creation of artworks that explore and research this concept. For
  this reason, we have turned to a model from the field of video games,
  an audiovisual media directly related to this type of artwork. As a
  result, future lines of this study will focus on designing artistic
  experiences that can be considered open-world art, according to the
  features outlined in the methodology, and on assessing whether viewers
  perceive and experience something akin to an open world using
  Calleja’s model.</p>
</sec>
<sec id="conclusions">
  <title>5. Conclusions</title>
  <p>Calleja’s Player Involvement Model has revealed a significant
  similarity between videogames and contemporary VR performing art. Its
  application demonstrates that artworks like <italic>Le bal de
  Paris</italic> and <italic>Tempest</italic> develop immersive
  experiences akin to those found in open-world games and multiplayer
  FPS games. These artistic proposals also allow the viewer to achieve
  deep levels of engagement through spatial, kinesthetic, narrative, and
  shared involvements.</p>
  <p>Open-world games construct virtual worlds that can be freely
  explored and discovered. This achieves customisation of user’s
  experience through free interaction with the game. By contrast, VR
  media art remains highly limited in terms of viewer’s autonomy,
  allowing interaction with the content in a close range of actions and
  restricting the exploration. Consequently, a blend of open- world
  games and VR media art is necessary to create truly individualised
  artistic experiences for the audience, offering new motivation and
  attractive elements to engage users in performing arts. As a result,
  the concept of open-world art is defined as a construction based on
  current immersive media art and user autonomy in open-world digital
  games. Thus, artworks like <italic>Le bal de Paris</italic> and
  <italic>Tempest</italic> provide a solid foundation for the
  development of new artistic virtual worlds where the audience can
  explore without restrictions. Beyond performing arts, visual arts are
  leading the introduction of open worlds into user experiences through
  VR museums and environments that allow the consumer to explore freely
  a complete virtual gallery, a metaverse of arts.</p>
</sec>
</body>
<back>
<fn-group>
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