Being There, Being Someone Else: Leisure and Identity in the Age of Virtual Reality

  • Jonathan Harth
Part of the Leisure Studies in a Global Era book series (LSGE)


In the year of 2016, three major companies have presented their first generation of virtual reality (VR) devices (namely Oculus Rift, HTC Vive and PlayStation VR). It is highly anticipated that the social impact of these multibillion dollar investments in leisure technology could be enormous. The main principle of virtual reality devices is the production of a sensation of presence in the virtual world. This is achieved by sophisticated tracking systems and an almost borderless display. As a result the presented images will be held for real. But the point is that the ‘realities’ of VR may differ from common reality. And it is exactly this experience which allows certain new perspectives on the world and the individual in the world. If we literally have seen the world through the eyes of someone else, or if we have experienced some critical situations which normally would have been impossible, it becomes clear why our perspective on ourselves, the world and others may change. This chapter explores the presentation of the status quo of the technical standards of VR and its upcoming possibilities and use cases.


Virtual reality Digital cultures Augmented reality Gaming Leisure 


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Copyright information

© The Author(s) 2018

Authors and Affiliations

  • Jonathan Harth
    • 1
  1. 1.Universität Witten/HerdeckeWittenGermany

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