“Love That Defies Mortality: Asymmetrical Transmedia Narrative and Interaction in the Chinese Classic Theatre The Peony Pavilion” by Wang, Wang, Wang and Kang
Conference:
Experience Type(s):
Title:
- Love That Defies Mortality: Asymmetrical Transmedia Narrative and Interaction in the Chinese Classic Theatre The Peony Pavilion
Presenter(s):
Description:
This project bridges the gap between traditional Chinese theatre and cutting-edge virtual reality (VR) technologies, specifically through an innovative adaptation of The Peony Pavilion. By integrating asymmetric VR design with cross-media narrative theory, the project introduces an immersive and interactive experience that allows users to engage with the narrative from different perspectives. In Love That Defies Mortality, one user experiences Du Liniang’s story in VR, while another interacts with Liu Mengmei’s journey on a mobile device. The asymmetry between the two roles creates a dynamic, interconnected storytelling experience, enabling emotional immersion and personalized engagement. Both users can simultaneously enter the same virtual space, further enhancing their shared experience. The research highlights how asymmetric VR and mobile technologies can enhance narrative depth and promote collaborative interaction. Preliminary user testing demonstrated significant emotional connection and user engagement, validating the potential of asymmetric design in breaking traditional linear storytelling barriers and increasing participant involvement. By merging the classical themes of The Peony Pavilion with cutting-edge VR technology, this project facilitates the preservation and reimagining of cultural heritage, offering a new medium for classical theatre. For the SIGGRAPH community, this work contributes to the evolving field of immersive storytelling, pushing the boundaries of interactive performance by blending technological innovation with traditional cultural expressions. It presents a fresh approach to how cultural narratives are experienced and preserved in the digital age, offering valuable insights into the role of VR in the arts and its potential for fostering new forms of narrative interaction.
References:
[1] Henry Jenkins. 2006. Convergence Culture: Where Old and New Media Collide. New York University Press, New York, NY.
[2] B. Liu, X. Sun, K. Meng, and Z. Rao. 2025. Storyliving in immersive VR theater: Transmedia strategies for oriental aesthetics and Chinese intangible cultural heritage. Journal of Humanities, Arts and Social Science 9, 3 (2025), 660–669.
[3] G. Punpeng and P. Yodnane. 2023. The route to immersion: A conceptual framework for cross-disciplinary immersive theatre and experiences. Humanities and Social Sciences Communications 10, 1 (2023), Article 961.


