Representing mental images and immaterial processes in VR. A new materialist reading of Manic VR and Ayahuasca – Kosmik Journey
Multimodality & Society February 9, 2026 DOI: 10.1177/26349795251413931 via Semantic Scholar
Summary
AI-generated from the abstractVirtual reality can represent mystical-type experiences, such as those from psychedelics or psychosis, by using atmosphere as a central mechanism. Drawing on new materialism and atmosphere research, this article argues that VR's sensory modalities and virtual environments translate invisible mental states into tangible, immersive experiences. Analysis of the VR works Manic VR and Ayahuasca – Kosmik Journey shows how medium-specific affordances construct affectively charged atmospheres that evoke liminal consciousness. These works form a spectrum of non-dualist, relational aesthetics, from restrained attunement to deep somatic absorption, demonstrating how VR enables felt experiences that resonate with the represented mental states.
Study at a glance
| Characteristics | Theoretical or philosophical paper Peer reviewed |
|---|---|
| Keywords | Philosophy Psychology Computer science |
| Key finding | Atmosphere serves as a central mechanism in VR for rendering invisible and relational processes tangible, enabling imaginative and felt experiences that resonate with mystical-type mental states. |
Abstract
This article develops a new materialist approach to the representation of mystical-type experiences in Virtual Reality (VR). It investigates how sensory modalities and virtual environments are employed to translate the indeterminate and invisible qualities of mental states and evoke experiences of liminal consciousness that are characteristic of mystical-type experiences associated with psychedelic use or psychosis. Drawing on research in atmosphere and new materialism, I argue that atmosphere serves as a central mechanism in VR for rendering invisible and relational processes tangible. To support this claim, I analyze the VR works Manic VR and Ayahuasca – Kosmik Journey, focusing on how the medium-specific affordances of VR are used to construct immersive, affectively charged atmospheres. I show how these atmospheres enable imaginative and felt experiences that resonate with the mental states they seek to represent. The two pieces are discussed as part of a spectrum of non-dualist, relational aesthetics, ranging from restrained, apprehensive attunement to deep somatic absorption.