The idea of 'immersion' has long been explored within artistic and entertainment contexts. From the darkened spaces of cinemas to the engrossing play of video games, creators have sought ways to draw audiences deeper into their constructed worlds. However, a new wave of artistic expression pushes the boundaries of immersion to unprecedented levels, giving rise to this phenomenon I express as Hyper Immersivity or HI, a new term that I have coined.

HI transcends traditional definitions of immersive art by actively embedding the participant within the artistic expression, often blurring the lines between the real and the fictional. They incorporate diverse modalities including installation art, interactive film, immersive storytelling, gaming, and other art forms, with technology serving as the vital connective matter. HI redefines the artist-audience relationship and challenge our understanding of the nature of reality itself.

In the relentless pursuit of deeper engagement and heightened sensory stimulation, a new frontier of artistic expression is rapidly emerging. Hyper Immersivity represents a paradigm shift in the interplay between art, technology, and human participation. It transcends traditional notions of spectatorship, dissolving the boundaries between the observer and the observed, the real and the virtual.

HI draws from a combination of immersive or interactive art in the creation of an experience where a participant may be embedded in the artistic expression itself. Examples include installation art, interactive architecture, interactive or immersive film and interactive or immersive storytelling. It can extend to include dance, music, drama, gaming and other art forms that in some way rely upon technology to support the dissemination and expression of an experience. Often, this may be blended in some way with the real world. If we were to take film as an example, where traditionally a viewer would observe a piece externally via a display, a Hyper Immersivity would embed a viewer in that environment or world, making them participant. They might see character interactions up close by way of a Mixed Reality headset which would blend the real world environment with a virtual environment, they would be embedded in the world of the film, and they might even interact with virtual characters by way of Artificial Intelligence. This then might be combined with other artistic modalities such as gaming where a participant can affect the outcome of the narrative through interaction or through real-world objects and actions that trigger events. And there may even be other modalities which are utilised and that contribute to the expression of the experience as a whole.

HI can be defined by three core principles:

Active Agency: Participants possess a significant ability to influence the experience's direction, content, or outcomes through their choices, actions, and interactions.

Multimodal Engagement: HI stimulates multiple senses (including potentially touch, smell, and bodily feedback), creating a holistic, embodied experience.

Hybrid Reality: Physical and virtual elements are seamlessly interwoven, often incorporating aspects of the participant's real-world surroundings.

While HI shares a lineage with earlier forms of immersive art and entertainment, it offers profoundly novel possibilities. Traditional film, for instance, can be deeply immersive, but the viewer remains a passive observer. Interactive art offers some level of participation, but choices may be predefined. And VR games may emphasise skill-based interactions. In contrast, HI prioritises open-endedness, agency, and an intentional blurring of the real and virtual. It places participants firmly within the artistic landscape, not as mere spectators but as active co-creators.

In my experience of ‘The Burnt City’ (Punchdrunk, 2023), at the Carriageworks in London in a production by the well-known theatre company, Punchdrunk, I was deeply struck by the level of audience engagement. This was not purely an exercise in observational promenade theatre but rather was a truly immersive experience that has led to my thinking and development of Hyper Immersivity conceptually. Punchdrunk is renowned for its innovative and immersive productions. ‘The Burnt City’, staged in a labyrinthine warehouse space, exemplifies Punchdrunk's masterful use of a Hyper Immersivity framework to create a transformative theatrical event.

Punchdrunk's productions are characterised by several key elements that contribute to this HI framework:

  • Non-Linear Storytelling and Environmental Narrative: ‘The Burnt City’ eschews a traditional linear narrative. Instead, audiences navigate a sprawling, multi-level set, piecing together the fragmented story through exploration, observation, and interaction with the environment itself.

  • Audience Agency and Active Participation: Unlike traditional theatre, ‘The Burnt City’ removes the separation between audience and stage. Spectators are free to roam the meticulously constructed set, actively shaping their own experience by choosing which scenes or characters to engage with.

  • Sensory Overload and Emotional Engagement: The production bombards the senses with sights, sounds, and smells, creating a disorienting yet captivating atmosphere. This heightened sensory experience fosters a deeper emotional connection to the narrative and characters.

  • Blurring Boundaries Between Reality and Fiction: Punchdrunk meticulously crafts realistic sets and costumes, blurring the lines between the theatrical world and the audience's reality. This fosters a sense of ‘being there’ within the fictional narrative.

Staged in a former industrial warehouse transformed into a war-torn cityscape, ‘The Burnt City’ tells the fragmented story of a community grappling with the aftermath of a devastating conflict. Audiences navigate this labyrinthine environment, encountering individual vignettes and performances that unfold simultaneously throughout the space.

The production design, featuring immersive soundscapes, evocative smells of smoke and dust, and meticulously detailed sets, further reinforces the level of Hyper Immersivity. Each audience member creates their own unique narrative journey, fostering a sense of agency and emotional investment.

While undeniably innovative, the production’s non-linear narrative and audience agency can be disorienting for some viewers, and the sheer scale of the production can make it difficult to experience all aspects of the story. Additionally, the lack of a centralised performance can make it challenging to maintain a sense of dramatic tension. However, the emotional resonance and lingering questions that ‘The Burnt City’ evokes highlight the power of HI to create transformative theatrical experiences.

Punchdrunk's ‘The Burnt City’ stands as a testament to the transformative potential of HI in live performance. By dismantling the traditional theatrical format and empowering audiences to become active participants, Punchdrunk pushes the boundaries of storytelling and audience engagement. As technology and audience expectations continue to evolve, ‘The Burnt City’ serves as a significant stepping stone on the path towards a future where immersive theatre experiences redefine our relationship with performance.

This work explores the transformative potential of Hyper Immersivity. It examines their historical context, technological underpinnings, and theoretical implications. Particular attention is paid to how HI grants participants unprecedented agency, engage the full spectrum of senses, and challenge our understanding of the boundaries between physical and virtual realities. Finally, this work addresses the ethical considerations that arise within this emerging artistic paradigm and explores future directions for responsible and impactful applications of HI.