VR Theatre Improves Accessibility to Live Performance, New Research Finds
- Date
- 16 September 2024
- Time to read
- 5 minute read
Immersive virtual reality (VR) theatre performances do not pose a threat to traditional live theatre, and could improve opportunities for those who struggle to access theatres, a new study by a University of Suffolk researcher has found.
The study, carried out in 2021-22 with 166 participants from across the UK, featured regular theatre-goers, novices and underserved audiences – those with physical or mental health impairments, or who struggle to access theatre because of distance or cost.
Participants used a VR headset to watch a real stage performance that had been filmed by VR theatre firm LIVR using a 360-degree camera, allowing participants to watch the show as if they were sitting in the front row and watching in real-time.
The participants were quizzed about how the virtual auditorium felt, as well as how aware they were of the real world outside of the headset, how accessible they found the technology, their enjoyment of the experience and whether they felt it posed a threat to live theatre.
Published by the American Psychological Association in the journal Psychology of Aesthetics, Creativity and the Arts, the research reported that participants felt engaged with the art and enjoyed it as a distraction from other things, providing a wellbeing and engagement boost.
However, it crucially found that the social aspects important to the theatre experience could not be replicated in remote conditions, such as the “buzz” of laughing together, the “atmosphere” in the room and the connection with other audience members.
Respondents said that it was “like having sweetener in your tea, it doesn’t replace the real thing,” and it “scratches the itch”, which is why they felt it did not pose a threat to traditional live theatre.
Furthermore, the majority of participants said that, with certain improvements, it could be a compatible and complementary offering that could create a digital pipeline for recruiting new theatregoers and reaching underserved audiences that find it hard to attend live theatre.
Dr Abigail Webb, lead researcher and Clinical Research Fellow at the University of Suffolk’s Institute of Health and Wellbeing, said: “An important application of this technology is increasing the accessibility of theatre for underserved audiences and appealing to novel, fringe audiences.
“VR at home can provide a safe space for those who are unable to engage with traditional theatre and pique the interest of audiences who may otherwise not be tempted by live theatre.
“However, it is important the technology is not used as a way of neglecting traditional live theatre and the need for it to be accessible for all who wish to experience productions in-person.
“The study really highlighted how crucial theatre is for social wellbeing in our communities, the way in which it brings people together over a shared interest and instils a feeling of togetherness.
“An important caveat is that these benefits need to be accessible to audiences beyond traditional theatre-goers, and indeed, that it is perhaps such underserved audiences who could benefit most from engaging with theatre.
“This notion is consistent with new research demonstrating the importance of creative health for community health and wellbeing; the way in which communities are brought together in creative ways to tackle loneliness and isolation.”
The research launched at the University of Essex’s Department of Psychology in 2020 during the Covid-19 pandemic, when theatre productions were impacted by the coronavirus restrictions and multiple lockdowns.
It is hoped the study will form just the first phase of further research in the field, with work currently underway to explore future avenues of study.
To read the full research, visit the American Psychological Association website here.
For more on the Institute of Health and Wellbeing, visit the webpage here.