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23 January 2025
The House Virtual Reality Experience
On the 28 and the 29 November 2024, the Commission for Victims and Survivors (CVS) and the Big Telly Theatre Company hosted a two-day event facilitating access to the House Virtual Reality (VR) Experience, which draws on the many themes and findings contained in CVS’s 2021 research report ‘It Didn’t End in 1998’ produced by Queens University Belfast [Microsoft Word – CVS-Final-Full-Report-02.docx].
The original House Project was a collaborative project between CVS and Big Telly, first performed in August 2021 during the Féile an Phobail and East Side Arts Festivals in Belfast. The performances took place in two venues – 43 Hamill Street in the west of the city and 254A Kings Road in the east – both provided by the Northern Ireland Housing Executive. The set design and dialogue were identical in both locations, intentionally avoiding focus on blame or specific incidents. Instead, the piece encouraged audience interpretation as they “walked” through the House, reflecting on the social issues in our post-conflict society. The project was later adapted into a virtual reality experience to reach wider audiences.
For more information on the original House Project, please click this link: The-House-PDF-Booklet.pdf
CVS and Big Telly met with the Northern Ireland Youth Forum (NIYF) panel and their youth workers on the first day, bringing together young voices to discuss pressing issues affecting their lives and communities. This interactive session encouraged participants to experience the House and share their feedback. The second day was a full-day event involving multiple stakeholders, including representatives from the Victims and Survivors Forum, Victims and Survivors Service (VSS), the Regional Trauma Network (RTN), the Independent Commission for Reconciliation and Information Recovery (ICRIR), and Ulster University (UU). These stakeholders provided feedback via an online form. One participant found that the experience was ‘covered in an engaging, accessible way that would appeal to multiple age groups’.
As we had a feedback session with the NIYF, we were able to explore their thoughts on the VR and some of the key themes, such as intergenerational trauma and gender, in more depth. The VR proved a ‘creative way of engaging young people’, as it gave them a ‘snapshot’ of what it was like during the Troubles/conflict, and what it is still like for many people now.
The young people shared insightful reflections on the theme of intergenerational trauma. One attendee remarked, ‘the House portrayed the cycle of intergenerational trauma in an understandable format without having to directly use the terminology. The complexity of the themes and how they’re intertwined came through’.
Another young person highlighted the emotional impact, saying, ‘I think the Troubles-related themes explored were very moving, especially with regards to the daughter character, who was around my age, and experiencing anxiety as a result of intergenerational trauma’.
The influence of family perspectives also emerged as a key point: ‘I liked that it showed the differing views of young people on the events of the past. Parents can have a big influence on the opinions of their children, which is a big problem and a barrier to being able to move on from such a conflict’.
These reflections underscored how effectively the House VR Experience conveyed the lingering effects of the Troubles/conflict through intergenerational trauma, as well as fostering empathy and understanding among the young people. The young people identified with the issues raised in the House VR Experience and the concerns voiced by some of the characters who were a similar age in the House Project.
The event demonstrated the power of storytelling and immersive technology in promoting dialogue and understanding. The interactive discussions following the VR experience encouraged open dialogue, where many participants felt comfortable sharing personal reflections and perspectives. By creating a safe space for reflection and conversation, the House VR Experience allowed the young people and others to address complex social issues in a meaningful and thoughtful way. The feedback CVS received will be invaluable for shaping future projects, ensuring that these voices continue to be heard and considered.
Zoe Seaton, Artistic Director with Big Telly commented, ‘We were so pleased to have the chance to work again with CVS on the House VR project and engage directly with young people through the Northern Ireland Youth Forum. Since we remade the House as a VR piece it has been shown across the world including the UK, New York and in Austin and San Antonio, Texas. To see the depth of response from the young people and youth workers of the NIYF and so many other stakeholders reaffirmed not only how important and relevant the House is but how impactful virtual reality can be as a way to immerse the audience. It’s so important to explore different ways to share stories from the past, and to maximise the opportunities presented by technology to offer a multiplicity of perspectives and points of view. We were delighted to be involved!’
Through continued collaboration and innovation, initiatives like this can play a crucial role in building a more empathetic and resilient society.
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