Introduction: Immersive Arts and Media Section I: Genealogies: Histories, Trajectories and Typologies Introduction to Section I
1. Reflections on Immersion: Historical Continuities in Experiential Art from the Fantasmagorie to Punchdrunk
2. Theme Park Gothic: The Evolution of the Ghost Train
3. Cinema of Attractions as Prehistory of Live and Experiential Cinema
4. From Gesamtkunstwerk to Living Room: The Evolution of Early Immersive Theatrical Performance
5. Media in Multiple Dimensions: Fluxus Events and Happenings
6. Immersive Multisensory Dining
7. Casinos, Gaming Parlours and the Globalisation of the Escape Room
8. Festival de Cans: Memories of a Film Festival in Rural Galicia Section II: Activating Audiences: The Practices, Process and Industrialisation Introduction to Section II
9. Beyond Being There: From Presence to Agency in Immersive Performance
10. 'Being at Hand': (Syn)aesthetic Interactions in ZU-UK's Within Touching Distance
11. The Edge: Live-Action Role-Playing
12. Curating Culinary Worlds: Immersion, Emotion, and Sensory Experience in Creative Restaurants
13. Interplay: Unlocking the Potential of Video Games as Museum Interpretation
14. Participation as Production: Secret Cinema and the Labour of Immersion
15. Engaging Art: Immersive Art Environment Experiences Beyond the Museum
16. Being in a Moment: Brand Activation, Experiential Marketing and the Making of an Industry
17. The Algorithmic Brand Culture of San Diego Comic-Con
18. Immersive Marketing Matrix: A Framework and Its Application in Asia
19. Experience First: Intellectual Property and the Making of Immersive Worlds Section III: Managing Immersion: Labouring Bodies and a Finite Planet Introduction to Section III
20. Mapping the Sector: Liminal Space, Play and the Labouring Body in Live Immersive Experience
21. Safety First: Toward a DIY Immersive Theatre
22. Centre Stage: Unlocking the Power of Designing Inclusive and Accessible Immersive Experiences in Performance Arts
23. Neurodivergent Labour: Audience Care on the Spectrum
24. ‘I Hope You Think of Me’: Immersion, Taylor Swift, Swifties
25. Immersive Spaces and the (Attempted) Management of Fandom
26. Activating Tribal Belonging: Designing Festivals for Social Connection
27. Cult Film Atmospheres: Intense Audience Engagement in Live Cinema Spaces
28. ‘In One Sense, the Whole Country Has Turned into Babyn Yar’: Russian Memory Culture and Immersive Museology
29. The Materiality of Immersive Media: Environmental Management of Immersive Technologies on Streaming Platforms
30. The Labour of Immersion: Care, Conditions and Collective Organising in Immersive Performance Section IV: Architectures of Immersion: Scenographies, Structures and Mechanics Introduction to Section IV
31. Towards an Immersive Architecture Typology: World Fair and Expo Pavilions
32. Architecture of Fright: The Visceral Theatre and Sensory Immersion of Scare Attractions
33. Spatial Interferences: Site-Specific Strategies for Immersive Placemaking
34. Immersive Activism: A Radical Placemaking Framework
35. Themed Immersive Attractions: Play and Branding in Transmedia Game Experiences
36. Immersive Architectures of Alternate Reality Games
37. From Virtual Reality in Art Museums to Virtual Museums
38. Physical Venues for Virtual Experiences - Charting the Early Days of Immersive Exhibition
39. Architectures of Play: Invitation, Behaviour and Belonging in Immersive Worlds Section V: Emerging Technologies: Applications, Experimentations and Futures Introduction to Section V
40. The Development and Trajectories of Location-Based Virtual Reality within Immersive Arts and Media: An Analysis
41. Failures, Adjuncts, Absences, and Outsourcing: Histories and Attitudes towards VR Experiences at Walt Disney World Resort
42. Spatial and Immersive Audio: Technologies and Creative Possibilities
43. Using 360 Video and Volumetric Capture in Choreographic Performance Practices: Towards an Ethereal Embodiment
44. Holograms, Embodiment, and Live Performance in Contemporary Popular Music
45. Augmented Reality beyond Visual Satisfaction: The Application of Augmented Realities towards Empathy as a Revolutionary Project
46. Expanding the Sensorial through Emerging Technologies: Speculations and Elaborations in Online and Interactive Theatre
47. Edith Finch, Hedonic Experiences and AI Affordances
48. Immersive Art and Embodiment: Emotional Haptic and Immersive XR Storytelling
49. A Short History of Immersive Documentary: Moving from "What Is" to "What If"
50. Binaural Sound and Darkness as Creative Parameters: DARKFIELD's Immersive Audio Practice