Critical Analysis
Chan, M. (2014) Virtual Reality: Representations in Contemporary Media. New York, NY: Bloomsbury Academic.
In her book "Virtual Reality: Representations in Contemporary Media," Melanie Chan offers a scholarly framework upon which can be based an understanding of this profoundly revolutionary technology that has characterized the first part of the twenty-first century. whereas Virtual Reality (VR) has been summarily characterized in popular culture as a " gadget," Melanie Chan instead identifies it as a computer-generated world that has two overlapping but fundamental components: interactivity and immersion. In this way, Chan offers a completely new understanding that has far-reaching implications specifically in the field of digital media that completely transcends semantics and has rendered "storytelling" (in which the observer is a witness) passe in favour of "story-living" (in which the observer instead takes part).
The history of virtual reality is a rich one that runs from the allegory of the cave that Plato wrote down to the optical illusion paintings of Trompe L'oeil and the 3D gaming that we know today. It is particularly important for Chan (2014) to highlight the role of the 1980s and the 1990s because it was a time when the fictional construct of cyberspace was portrayed in tech discourse as a 'wondrous technology that envisioned the transcendence of the constraints of the body.' It was an illusion that Chan argues is warped in its very conception because the body was never something that needed to be overcome but something that defined the virtual reality identity.
Chan (2014) posits that interactivity is rooted in the user’s ability to manipulate and influence the environment; it is the "action" component of the experience the feedback loop between the human agent and the machine code. Conversely, immersion is described as the sensation of being "enveloped," a psychological and sensory state where the user’s consciousness shifts from their physical surroundings to the digital realm. From a designer's perspective, this distinction is revolutionary because it suggests that a system can be immersive without being highly interactive, such as a 360-degree cinematic film, or highly interactive without being fully immersive, such as a complex text-based strategy game. However, the "gold standard" of VR and the central goal of my own professional practice is the seamless fusion of both. Chan’s work suggests that for a virtual world to be truly effective, it must address both the body’s need for agency (interactivity) and the mind’s need for presence (immersion).
One of the most profound impacts of Chan’s theory on my own work is the shift in design priorities. In digital media production, there is a constant temptation to focus on high-fidelity graphics and "spectacle," often referred to in the industry as the "cool factor." While visual polish contributes to immersion, Chan’s framework forces a realization that "cool" is not a functional design requirement; it is a byproduct of successful execution. By prioritizing interactivity, I am forced to ask how the viewer engages with a scene. If a beautifully rendered virtual forest is non-reactive, the immersion is fragile. If the player can neither touch the leaves nor hear the footsteps, then the "enveloping" that Chan speaks of ceases. Hence, the design procedure shifts from creating a static image with paints to creating a responsive system that involves the viewer itself.
Chan’s academic rigor paradoxically offers a "simplified approach" to the design process by breaking down the complex phenomenon of VR into manageable categories. This creates a checklist for the developer: encompassing constraints, which involve the sensory "wrap-around" like field of view and spatial audio, and engagement constraints, which involve the physics of the world and how objects respond to the user. In my own goal for creating immersive experiences, these terms act as a compass. When a project feels "off," I can now diagnose whether the failure lies in the immersion, such as artificial lighting, or the interactivity, such as clunky controls. This analytical clarity elevates the design process from guesswork to a disciplined craft.
While Chan provides an excellent structural definition, consider how these elements impact the human psyche. Much like the work of Drakett et al. (2018), who explore how internet memes can reinforce outdated social norms and gender discrimination, digital media is never neutral. If a VR environment is highly immersive and interactive, the "ideological" weight of that environment increases. For instance, if a VR simulation reinforces social biases or lacks inclusivity, the "immersion" makes those biases feel like reality. As a designer, I have to realize my power to "envelope" a user is also an ethical one. Chan’s definitions provide the tools to build the world, but what the intent of that world remains in the hands of the creator. The ability to "interactively engage" with a scene means the user is practicing behaviors within that space, and we must make sure those behaviors are constructive.
Additionally, embodiment is an important theme that is continued here. If we recognize that the involvement of VR is not to be about escaping embodiment in the first place, then in order to create meaningful propriaception the type of cues that allow the observer to sense his or her embodiment within the virtual world game designers will be forced to abandon the ‘distorted ideas of transcendence’ that were present in the classic visions of VR. This means instead that instead of being "a ghost in the machine," it will be necessary to generalize that the observer is instead "a bodily self "which insists on sensory consistency when the elements of the game are clearly in sync with the observer’s physical movements.
In conclusion, Melanie Chan’s (2014) contribution to the study of contemporary media is indispensable for practitioners and academics alike. By isolating interactivity as the mechanism of engagement and immersion as the state of being enveloped, she provides a language that allows designers to move beyond superficial aesthetics. My own work has been significantly shaped by this dual-focus, teaching me that a successful digital environment is not just something you see, but something you inhabit and change. Chan’s framework simplifies the daunting task of "creating a world" into manageable design constraints, ensuring that the virtual spaces of the future are not just "cool," but are deeply resonant, functional, and presence driven. As we move forward into an era of increasingly sophisticated digital media, the balance between agency and presence will remain the defining challenge of the craft, reminding us that the most powerful virtual experiences are those that ground us in our own humanity rather than those that attempt to leave it behind.











