Vol. XVI, No. 2 December 2023
159
into the realm of Virtual Reality Comics
(VRC), understanding the nuances of cin-
ematic techniques becomes paramount,
ensuring the creation of immersive and
compelling narrative experiences. The in-
terplay between these evolving mediums
promises exciting possibilities and inter-
pretations for the future of storytelling.
VRC combines elements of Cinematic
VR to oer a highly immersive and inter-
active storytelling experience. This shift
from traditional media to VR brings a sig-
nicant change in perspective, where the
viewer becomes the narrator, freely choos-
ing what to focus on and engage within the
virtual environment. Unlike conventional
cinema, VR empowers the viewer with a
more active role in the storytelling pro-
cess, fundamentally altering the dynamics
of narrative engagement. Additionally, in-
sights from traditional mediums like stage
plays and lm prove valuable in crafting
compelling VR narratives, as they share
common elements such as long takes and
exaggerated acting, providing a bridge be-
tween the traditional and immersive sto-
rytelling worlds.
This rst research question aimed to
understand the factors considered for
adapting a stage play to a VR comic. To
address this question, the study adopted
practice-based research to create a VR
comic, The Great Golden Gang. The fu-
sion of traditional comic elements, such as
symbols, frames, and panels, with the im-
mersive capabilities of VR, required care-
ful planning to maintain reader familiarity
and prevent confusion.
Furthermore, the unique potential of
VR comics was harnessed, by incorporat-
ing animation, sound eects, and narra-
tion to enhance the immersive experience,
thus expanding the storytelling possibili-
ties beyond traditional printed comics. To
guide viewer attention in the expansive
VR environment, techniques like lighting
control and contrast were borrowed from
theater stages, while strategically placed
sound cues and narration helped main-
tain narrative comprehension.
The second research question aimed
to validate the eectiveness of The Great
Golden Gang, Chapter One, in selected
participants. Participants conrmed that
the adaption of the stage play in a VR
Comic was achieved successfully and ap-
preciated the freedom it gave to explore
the 360-degree environment. They em-
phasized the value of background mu-
sic and audio narration in enhancing
the overall experience. This experience
demonstrated the readiness of viewers
for virtual reality comics, arming the
potential of blending elements from stage
plays, comics, and virtual reality to create
engaging and captivating narratives that
transcend traditional storytelling bound-
aries.
This project explores the convergence
of stage play, comics, and virtual reality
(VR) to create an immersive narrative ex-
perience, showcases a strong preference
for the immersive nature of VR, and high-
lights its ability to transport viewers into
the story’s world. The Great Golden Gang
is an example of the meta-panel that tran-
sits from traditional print mediums to im-
mersive VR. In conclusion, comics have
evolved tremendously with the advent of
virtual reality and digital technologies,
oering boundless creative possibilities
in both 2D and 3D formats. This rapidly
advancing eld presents endless potential
for storytellers and creators. This digital
revolution has ushered in a new era of hy-
brid media, shaping new ways to commu-
nicate and tell stories. The diversity and
creativity of these evolving mediums oer
fresh avenues for self-expression and sto-
rytelling.
Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2