TopPodcast.com
Menu
  • Home
  • Top Charts
  • Top Networks
  • Top Apps
  • Top Independents
  • Top Podfluencers
  • Top Picks
    • Top Business Podcasts
    • Top True Crime Podcasts
    • Top Finance Podcasts
    • Top Comedy Podcasts
    • Top Music Podcasts
    • Top Womens Podcasts
    • Top Kids Podcasts
    • Top Sports Podcasts
    • Top News Podcasts
    • Top Tech Podcasts
    • Top Crypto Podcasts
    • Top Entrepreneurial Podcasts
    • Top Fantasy Sports Podcasts
    • Top Political Podcasts
    • Top Science Podcasts
    • Top Self Help Podcasts
    • Top Sports Betting Podcasts
    • Top Stocks Podcasts
  • Podcast News
  • About Us
  • Podcast Advertising
  • Contact
Not in our directory?
Add Show Here
Podcast Equipment
Center

toppodcastlogoOur TOPPODCAST Picks

  • Comedy
  • Crypto
  • Sports
  • News
  • Politics
  • True Crime
  • Business
  • Finance

Follow Us

toppodcastlogoStay Connected

    View Top 200 Chart
    Back to Rankings Page
    Games & Hobbies

    Voices of VR

    Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. Learn about the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR.

    Advertise

    Copyright: © 2020 Voices of VR Podcast

    • Apple Podcasts
    • Google Play
    • Spotify

    Latest Episodes:
    #1688: Hacking Gamer Hardware and Stereotypes in “Gamer Keyboard Wall Piece #2” Dec 07, 2025
    Show notes

    I interviewed Sjef van Beers about Gamer Keyboard Wall Piece #2 on Saturday, November 15, 2025 at IDFA DocLab in Amsterdam, Netherlands. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1687: Text-Based Adventure Theatrical Performance “MILKMAN ZERO: The First Delivery” Dec 07, 2025
    Show notes

    I interviewed Matt Romein about MILKMAN ZERO: The First Delivery on Monday, November 17, 2025 at IDFA DocLab in Amsterdam, Netherlands. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1686: 15 Years of Hand-Written Letters about the Internet in “Life Needs Internet 2010–2025” Installation Dec 07, 2025
    Show notes

    I interviewed Jeroen van Loon about Life Needs Internet 2010–2025 on Wednesday, November 19, 2025 at IDFA DocLab in Amsterdam, Netherlands. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1685: Immersive Liner Notes of Hip-Hop Album “AÜTO/MÖTOR” Uses three.js & HTML 1.0 Aesthetics Dec 07, 2025
    Show notes

    I interviewed Albert Johnson about A Ü T O / M Ö T O R on Sunday, November 16, 2025 at IDFA DocLab in Amsterdam, Netherlands. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1684: Playable Essay “individualism in the dead-internet age” Recaps Enshittification Against Indie Devs Dec 07, 2025
    Show notes

    I interviewed Nathalie Lawhead about individualism in the dead-internet age: an anti-big tech asset flip shovelware r̶a̶n̶t̶ manifesto on Monday, November 17, 2025 at IDFA DocLab in Amsterdam, Netherlands. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1683: “Feedback VR: An Antifuturist Musical” Wins Immersive Non-Fiction Award at IDFA DocLab 2025 Dec 07, 2025
    Show notes

    I interviewed Claudix Vanesix, Cocompi & Aaron Medina about Feedback VR, un musical antifuturista on Sunday, November 16, 2025 at IDFA DocLab in Amsterdam, Netherlands. Here are the 26 episodes and more than 24 hours of coverage from my IDFA DocLab 2025 coverage: #1682: Preview of IDFA DocLab's Selection of "Perception Art" & Immersive Stories #1683: "Feedback VR Antifuturist Musical" Wins Immersive Non-Fiction Award at IDFA DocLab 2025 #1684: Playable Essay “individualism in the dead-internet age” Recaps Enshittification Against Indie Devs #1685: Immersive Liner Notes of Hip-Hop Album "AÜTO/MÖTOR" Uses three.js & HTML 1.0 Aesthetics #1686: 15 Years of Hand-Written Letters about the Internet in "Life Needs Internet 2010–2025" Installation #1687: Text-Based Adventure Theatrical Performance "MILKMAN ZERO: The First Delivery" #1688: Hacking Gamer Hardware and Stereotypes in "Gamer Keyboard Wall Piece #2" #1689: Making Post-Human Babies in "IVF-X" to Catalyze Philosophical Reflections on Reproduction #1690: Asking Philosophical Questions on AI in "The Oracle: Ritual for the Future" with Poetic Immersive Performance #1691: A Call for Human Friction Over AI Slop in "Deep Soup" Participatory Film Based on "Designing Friction" Manifesto #1692: Playful Remixing of Scanned Animal Body Parts in "We Are Dead Animals" #1693: A Survey of the Indie Immersive Dome Community Trends with "The Rift" Directors & 4Pi Productions #1694: Reimagining Amsterdam's Red Light District in "Unimaginable Red" Open World Game #1695: "Another Place" Takes a Liminal Architectural Stroll into Memories of Another Time and Place #1696: Speculative Architecture Meets the Immersive Dome in Sergey Prokofyev's "Eternal Habitat" #1697: Can Immersive Art Revitalize Civic Engagement? Netherlands CIIIC Funds "Shared Reality" Initiative #1698: Immersive Exhibition Lessons Learned from Undershed's First Year with Amy Rose #1699: Announcing "The Institute of Immersive Perservation" with Avinash Changa & His XR Virtual Machine Wizardry #1700: Update on Co-Creating XR Distribution Field Initiative & Toolkits from MIT Open DocLab #1701: Public Art Installation "Nothing to See Here" Uses Perception Art to Challenge Our Notions of Reality #1702: "Coded Black" Creates Experiential Black History by Combining Horror Genres with Open World Exploration #1703: "Reality Looks Back" Uses Quantum Possibility Metaphors & Gaussian Splats to Challenge Notions of Reality #1704: "Lesbian Simulator" is an Interactive VR Narrative Masterclass Balancing Levity, Pride, & Naming of Homophobic Threats #1705: The Art of Designing Emergent Social Dynamics with Ontroerend Goed's "Handle with Care" #1706: Using Immersive Journalism to Document Genocide in Gaza with "Under the Same Sky" #1707: War Journalist Turns to Immersive Art to Shatter Our Numbness Through Feeling. "In 36,000 Ways" is a Revelatory Embodied Poem by Karim Ben Khelifa This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1682: Preview of IDFA DocLab’s 2025 Selection of “Perception Art” & Immersive Stories Nov 13, 2025
    Show notes

    IDFA DocLab is the immersive selection of non-fiction digital and immersive stories that is a part of the International Documentary Film Festival Amsterdam (IDFA), and they're having their 19th selection this year. DocLab founder Caspar Sonnen has been doing an amazing job of tracking the frontiers of new forms of digital, interactive, and immersive storytelling since 2007, and he joined me along with his co-curator Nina van Doren to talk about the ten pieces within the DocLab Competition for Immersive Non-Fiction as well as the nine pieces within the DocLab Competition for Digital Storytelling as well as portions of their DocLab Spotlight as well as the DocLab at the Planetarium: Down to Earth program, DocLab Playroom prototype sessions as well as the DocLab R&D Summit. In trying to describe the types of immersive art and storytelling works that DocLab curates, then they have started to use the term "Perception Art" in order to describe the types of pieces and work that they're featuring. This year's theme is "Off the Internet," which speaks to both the types of works that critique and analyze the impacts of online culture on our lives, but also taking projects that were born on the Internet and giving them an IRL physical installation art context to view them. I'll be on site seeing the selection of works and also be interviewing various artists who are on the frontiers of experimentation for these new forms of "perception art." UPDATE: December 6, 2025. Here's all of my coverage from IDFA DocLab 2025: #1682: Preview of IDFA DocLab's Selection of "Perception Art" & Immersive Stories #1683: "Feedback VR Antifuturist Musical" Wins Immersive Non-Fiction Award at IDFA DocLab 2025 #1684: Playable Essay “individualism in the dead-internet age” Recaps Enshittification Against Indie Devs #1685: Immersive Liner Notes of Hip-Hop Album "AÜTO/MÖTOR" Uses three.js & HTML 1.0 Aesthetics #1686: 15 Years of Hand-Written Letters about the Internet in "Life Needs Internet 2010–2025" Installation #1687: Text-Based Adventure Theatrical Performance "MILKMAN ZERO: The First Delivery" #1688: Hacking Gamer Hardware and Stereotypes in "Gamer Keyboard Wall Piece #2" #1689: Making Post-Human Babies in "IVF-X" to Catalyze Philosophical Reflections on Reproduction #1690: Asking Philosophical Questions on AI in "The Oracle: Ritual for the Future" with Poetic Immersive Performance #1691: A Call for Human Friction Over AI Slop in "Deep Soup" Participatory Film Based on "Designing Friction" Manifesto #1692: Playful Remixing of Scanned Animal Body Parts in "We Are Dead Animals" #1693: A Survey of the Indie Immersive Dome Community Trends with "The Rift" Directors & 4Pi Productions #1694: Reimagining Amsterdam's Red Light District in "Unimaginable Red" Open World Game #1695: "Another Place" Takes a Liminal Architectural Stroll into Memories of Another Time and Place #1696: Speculative Architecture Meets the Immersive Dome in Sergey Prokofyev's "Eternal Habitat" #1697: Can Immersive Art Revitalize Civic Engagement? Netherlands CIIIC Funds "Shared Reality" Initiative #1698: Immersive Exhibition Lessons Learned from Undershed's First Year with Amy Rose #1699: Announcing "The Institute of Immersive Perservation" with Avinash Changa & His XR Virtual Machine Wizardry #1700: Update on Co-Creating XR Distribution Field Initiative & Toolkits from MIT Open DocLab #1701: Public Art Installation "Nothing to See Here" Uses Perception Art to Challenge Our Notions of Reality #1702: "Coded Black" Creates Experiential Black History by Combining Horror Genres with Open World Exploration #1703: "Reality Looks Back" Uses Quantum Possibility Metaphors & Gaussian Splats to Challenge Notions of Reality #1704: "Lesbian Simulator" is an Interactive VR Narrative Masterclass Balancing Levity, Pride, & Naming of Homophobic Threats #1705: The Art of Designing Emergent Social Dynamics with Ontroerend Goed's "Handle with Care" #1706: Using Immersive Journalism to Document Genocide in Gaza with "Under the Same Sky" #1707: War Journalist Turns to Immersive Art to Shatter Our Numbness Through Feeling. "In 36,000 Ways" is a Revelatory Embodied Poem by Karim Ben Khelifa This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1681: VRChat Worldbuilder DrMorro on His Epic & Dreamlike Masterpieces Nov 09, 2025
    Show notes

    The VRChat worlds by DrMorro are truly incredible. They're vast landscapes made of surreal mash-ups of various architecture styles and symbols that feels like you're walking through a waking dream. His Organism Trilogy (Organism, Epilogue 1, and Epilogue 2) is a true masterpiece of VR worldbuilding. And his latest Ritual is one of the biggest and most impressive single worlds on VRChat that feels walking through a fever dream, and probably the closest thing to Meow Wolf's style of immersive art. And his Raindance Immersive award-winning Olympia was his truly first vast world, and they've been getting bigger and bigger and more impressive ever since. He's got a keen ear for sound design and a sound track that will help set the eerie mood of his sometimes unsettling and liminal worlds. In short, the experience of spending 4-5 hours going through one of DrMorro's worlds is a completely unique and singular experience, as he's in a class of his own when it comes to VRChat world building. https://www.youtube.com/watch?v=L4AfYsmHQB8 I have long wanted to conduct an interview with DrMorro doing a comprehensive retrospective of his works, but he's an anonymous Russian artist who doesn't speak English. He's only done one other interview with Russian Del'Arte Magazine, but otherwise he's a pretty mysterious and cryptic figure. I managed to got ahold of him through a mutual friend, and he suggested that we do a "19th-century-style written correspondence" where I would send questions over text chat over the course of a week. He would use an AI translator to translate what I said into Russian, and then he would then translate his Russian response back into English. For this podcast, I used the open source Boson AI Higgs Audio with Russian actor Yul Brynner's voice to bring DrMorro's personality to life, but the full transcript of our edited chat is down below if you prefer to read it as I had experienced it. You can support DrMorro's work through Boosty, and you can support the Voices of VR podcast through Patreon. Kent Bye: Alright! Can you go ahead and introduce yourself and what you do in the realm of VR? DrMorro: Hello! The name's DrMorro – or well, that's my alias, to be precise. That's the name I'm known by as the creator of all those strange worlds in VRChat. For now, that's my only real achievement in the VR sphere. Other than that, I'm a 2D and 3D artist, which is my main profession. Kent Bye: Awesome. Well, this is my first interview that I’ve done via text. Can you give a bit more context for why you prefer to do the interview in this way? DrMorro: Honestly, I'm a pretty closed-off person, and it's easier for me to write than to talk. It’s just a character trait. Especially since I can't even imagine communicating through a voice translator. When I write, I can at least somehow control the translation. I don't know spoken English, but I manage fine in writing. So, no conspiracy theories. It's just how I'm used to communicating. Though it's strange because by nature, I'm a staunch introvert and I make worlds about total solitude. In ORGANISM, how many entities did you even find there besides the hat-wearing figure? And then suddenly, this popularity falls on me, and constant communication becomes the norm. Aaaahhh! Kent Bye: Well, I very much appreciate you taking the time to do what you describe as a “19th-century-style written correspondence” with me over the next week or so. And it makes sense that you could have a little bit more control in how you can express yourself via written text through a translator. Alight. So I always like to hear what type of design disciplines folks are bringing into VR, and so can you provide a bit more context about your background and journey into working with VR? DrMorro: To put it briefly, my journey is that I essentially work in architectural visualization. But that's more of a day job to keep myself afloat and pay the bills. My main interest, of course, has always been computer games. Yeah, I'm from the era of cassette tapes for the ZX Spectrum and 3D Max running on DOS. For as long as I can remember, one of my biggest dreams has been to create my own games. However, a humanities-oriented mind has always been the main roadblock on that path. All those numbers and C++ would just stump me completely. So I gradually mastered 3D graphics, but purely as a tool. In parallel, I painted traditional art—graphics and paintings. Over time, my graphics tablet replaced the canvas. And when VR technology arrived, I realized that this was exactly the tool that was missing from 'static' paintings. After that, it was a technical matter as I had to choose the most accessible gaming platform in terms of its SDK, and VRChat turned out to be a perfect fit for such goals. I still view my worlds as paintings in which you can find yourself and wander. Yes, partly because of my style of storytelling and partly because of my technical illiteracy. All these programmable events, triggers, animations - this is definitely not for my mind. Kent Bye: Ah! That makes sense that you would have at least some experience working with architecture, since your worlds have such an emphasis on vast spaces, and mashing up different architectural styles and contexts. How did you first encounter VRChat as a place to further develop your skills as a world builder? DrMorro: VRChat was one of many free apps I instantly installed on my VR headset as soon as I got it. There were other social apps too, but VRChat just blew me away right from the start. There are so many people, minimal censorship, and complete freedom of action. I ended up settling in a Russian-themed world called SLAV WORLD PADIK, and after getting to know its creator, I started slowly adding content to it. You can still find my graffiti on the walls there, made in the VR app "Kingspray," along with a few avatars I made. After that, I started thinking about creating my own worlds from scratch. Kent Bye: I would love to hear a little bit more about your design process for some of these epic worlds that you've been creating. Where do you typically begin with your world building process? Do you draw out a complete blueprint? Or do some concept art and painting? Do you build out one scene at a time, and then figure out how it all fits together? Do you start with a story or memory? I'd love to know where you begin. DrMorro: Well, the process is different for every world. Sometimes there's a clear concept from the start, other times it's born along the way. But overall, it's always pure chaos. And honestly, that's what I love most about it. The narrative unfolds in real-time; I literally live through it for a year, or however long it takes to build the world. Could I even handle such a project if it were all meticulously planned out upfront, leaving just the monotony of execution? But here, everything is completely unpredictable. A tiny detail can spawn an entire new branch of the story. And that branch, connecting to previous locations in the most bizarre way, can change everything, forcing me to go back to the beginning to smooth out the narrative lines. It's genuine magic—to be present at the birth of something new. I'm like some kind of AI mashing up a cat and an orange, and it's fantastic. But I wouldn't say the final world is a surprise to me. Of course, there are main storylines, thousands of scribbled sketches, and tons of new information gathered during development. So this is really one of those cases where the process is just as important as the result. Kent Bye: A quick follow-up on the timing, I know that some festivals like Venice Immersive require World Premiere or International Premiere status in order to be in competition. And I know that the curators Liz and Michel would have happily had some of your prior work in the main competition at Venice. But publishing it on VRChat ahead of the festival does not meet either one of their premiere requirements. But it sounds like you were driven by your own creative process, and similar to Valve where "It's done when it's done" and not driven by deadlines or aspirations to compete. I’ve seen quite a lot of work at both Raindance Immersive and Venice Immersive, and I can say that your world building is on a level beyond anyone else I've seen so far. But it doesn't seem like you're motivated to prove that out beyond the accolades you've already received from Raindance Immersive, or subject yourself to strict deadlines or the "crunch" that most game developers typically face. DrMorro: Yes, you're absolutely right. This is that one zone where I don't submit to any external rules. Usually, obligations tie your hands. Here, I only do what I want to do. A commercial approach would probably have buried these projects in their infancy. As for festivals—to be honest, no one presented me with any demands; they just offered me a chance to participate. And that's wonderful. To be completely honest, I'll add something else. It's not even that important to me how viewers will interpret my worlds, whether I've provided enough clues, or if the path through them is straightforward. In this, I'm a total egoist, someone who was also raised on those old games where there was no hand-holding for the player whatsoever. And this, by the way, has a fantastic side effect which is that some versions of the players' experiences and interpretations are worthy of their own book. I know that entire communities have formed just to explore and research my worlds. That is what I was truly striving for. Kent Bye: Because the process is so important to you, I'm curious to hear a little bit more about your 3D art technical pipeline, and process of iterating both inside and outside of VR. Do you prototype within VR art programs like Gravity Sketch or Tilt Brush / Open Brush? Or do you go straight to Blender or Maya,...


    #1680: Charlie Melcher’s “The Future of Storytelling” Book Surveys Over 50 Living Stories Nov 05, 2025
    Show notes

    Charles Melcher's new book "The Future of Storytelling: How Immersive Experiences Are Transforming Our World" was released on November 4, 2025, and I had a chance to take an early look and interview Melcher. The book is broken up into six main chapters where Melcher argues that the future of storytelling is agentic, immersive, embodied, responsive, social, and transformative. Melcher covers over fifty different "living stories" across different genres including virtual reality stories, location-based entertainment, immersive stories, immersive theatre, immersive art, experiential brand activations, and interactive experiences. He told me that he's had a chance to experience around 80 to 85% of the experiences that he features in his book, which most of them are site-specific and many times time-limited, immersive exhibitions that are not always easy to get into. He's been traveling to different locations around the world with his Future of Storytelling Explorer's Club to see many of these experiences, as well as engage with the creators behind the experiences. In his book, he shares some brief trip reports on over 50 different experiences, as well as some very high-quality, official photo documentation of these projects. It serves to provide some documentation of many of these ephemeral projects, but also tie together some of the common elements that helps to define and elucidate what exactly is meant by "immersive." Melcher and I also talk about the founding of The Future of Storytelling Summit back on October 2012, as well as the start of his Future of Storytelling podcast on March 2020 that has published over 120 interviews since it started during the pandemic. Around 20% of the projects and creators that have appeared on his podcast are featured in his book as what he considers to be a canon of work that exemplifies these deeper trends of immersive storytelling and living stories. While the book does provide a lot of valuable documentation, one complaint that I have is that it is not always easy to tell where Melcher is sourcing his quotes from project creators. The majority of quotations are coming from either private interviews that he personally conducted or from public conversations that he's featured on his podcast. But sometimes he uses quotes of creators from other publications without full attribution. So if there's a second edition, then I hope to see a more detailed set of footnotes and perhaps an index to make it an even more useful piece of documentation. The way that Melcher is breaking down the different foundational qualities of immersive experiences also closely mirrors my own elemental approach, but with some slight deviations or different categorizations. His agentic qualities are equivalent to what I call active presence, his embodied is the same as my embodied presence, and his social is the same as my social presence. I also have emotional presence and environmental presence, which he classifies as emotional and physical subsets of immersive qualities. Melcher also has a participatory subset under immersive qualities, which I consider to just be a part of active presence and what he is already classifying as agentic. For me "immersive" is more of an umbrella term that includes all of the various qualities of presence, and Melcher proposes a sort of rating system judging the degree of immersiveness rated across the different physical, emotional, and participatory dimensions. But Melcher doesn't list social as it's own vector of immersiveness as he told me that he considers social to be a subsection of emotions, but I consider social qualities to be distinct from emotional ones. Melcher also highlights the "responsive" qualities of a piece of work, which I see as both connected to ways of amplifying agency, but also something that contributes to Slater's Plausibility Illusion of an experience or a suspension of disbelief, which I classify under mental presence. Melcher also sees responsiveness as a key quality for personalized stories, and I appreciate his highlighting of this trend. For me, personalization is less of a quality of presence and more of a reflection of identity across various contextual domains. My experiential design framework is broken into quality, context, character, and story. So I see identity as a set of character traits across contextual domains that could be used as input for responsive stories. Each experience we have will evoke various qualities of presence, which we will be radiating different physical, emotional, behavioral, cognitive, and social biomarkers that may also be tracked. I detail this in an article titled "Privacy Pitfalls of Contextually-Aware AI: Sensemaking Frameworks for Context and XR Data Qualities" published as a part of Existing Law and Extended Reality: An Edited Volume of the 2023 Symposium Proceedings. While this biometric data could be used to create responsive stories, it can also be used by surveillance capitalism companies to extrapolate psychographic information on us, which is something that I would have liked to also have seen a bit more critical discussion about in Melcher's book. The responsive chapter was also an opportunity for Melcher to explore how AI and GenAI might be used in the future to create experiences that are more reactive to whatever AI can discern about us, which also raises more privacy and ethical implications for me. The final dimension that Melcher covers is transformative, and he cites Pine and Gillmore's 1999 book The Experience Economy where they talk about the progression from extracting commodities to making goods to delivering services to staging experiences, and eventually to guiding transformations. Melcher says that if all of other qualities are achieved, then it could pass a threshold of becoming a transformative experience. I agree with Melcher, Pine, and Gilmore about the transformative potential of these experiences, but for me it is something that is very elusive, mysterious and certainly not something that can be orchestrated on demand. There is also a part of me where I don't see immersive stories as any more transformative than other forms of stories. The conditions for transformation may be more up to hearing the right story within the right context and right time. But I've experienced enough awe-inspiring and transformative moments in various immersive stories that I do agree that we may be headed into a future where these types of on-demand transformative experiences are much more likely. On the whole, I really enjoyed reading through Melcher's The Future of Storytelling book. There were a lot of experiences that were not on my radar, and it's a great accounting of different parts of the immersive industry that I haven't been tracking as closely. I appreciated it as a form of documentation for this era phase for these types of living stories. There is also clearly a rising demand for these types of meaningful, immersive stories, and it's an area where I see some of the most interesting innovations and most compelling content being developed. Melcher also does a great job of summarizing many of the core affordances of this emerging fusion of various storytelling traditions, and there are bound to be many insights for folks working within the XR industry. To hear some more of my feedback and thoughts on Melcher's book, then be sure to tune into my conversation with him or check out the transcript down below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    #1679: The Matrix at Cosm Expands Film Beyond the Frame with Cinematic Shared Reality Nov 05, 2025
    Show notes

    The Matrix at Cosm in LA opened on June 6th, 2025, which leverages Cosm's 87-foot, 12K+ LED immersive dome to show this classic film within a 16x9 frame while the additional space beyond the frame was filled with over 50 different scenes thereby expanding the worldbuilding beyond the frame. I finally had a chance to see it last month, and was really impressed with how much this additional space was able to increase the level of immersion, to amplify key emotional beats within the film, and create some truly awe-inspiring moments. I had a chance to speak with Alexis Scalice, Cosm’s vice president of business development and entertainment, about Cosm's collaboration with Little Cinema, MakeMake, and Warner Brothers to launch their inaugural "Cinematic Shared Reality" immersive experience. The Matrix has a few more weeks of screenings before their second film Willy Wonka and the Chocolate Factory (1971) opens on November 21, 2025. You can also hear more context from in Noah Nelson's No Proscencium podcast interview with Little Cinema's Jay Rinsky conducted ahead of the world premiere. And I also share some impressions of the two enhanced cinema productions of The Black Phone and M3GAN within Blumhouse Enhanced Cinema Quest App. These films have some similarities to what The Matrix at Cosm is doing, but at a much smaller scale and not nearly as effective as the expanded immersive worldbuilding in one of the greatest science fiction films of all time. The Matrix at Cosm is setting a quality high bar for this type of format that is going to be difficult to match. You can see more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality


    Previous 1 9 10 11 12 13 20 Next

    Related Podcasts

    The Joe Rogan Experience

    1

    The Joe Rogan Experience Comedy
    Casefile True Crime

    2

    Casefile True Crime Games & Hobbies
    Reply All

    3

    Reply All Games & Hobbies
    You Must Remember This

    4

    You Must Remember This Games & Hobbies
    Real Time with Bill Maher

    5

    Real Time with Bill Maher Games & Hobbies
    Last Podcast On The Left

    6

    Last Podcast On The Left Comedy
    footer-logo

    Contact Us

    Toll Free: 844-670-7747

    Links

    • Home
    • Top Charts
    • Networks
    • Apps
    • Independents Podcasts
    • Podcast Advertising
    • Podcast News
    • Contact Us
    • About Us
    • Analytics & Insights

    Stay Connected

      Privacy, Terms of Use & Our Code of Ethics Protecting Content Creators Copyrights