Virtual Reality as a Space of Memory: Afrofuturism and Racial Identity in The Changing Same (2021).
Main Article Content
Abstract
The need for self-representation within the African American community has found in virtual reality a new narrative territory. This article analyses how The Changing Same: The Dilemma (Stephenson, Brewster and Elayat, 2021) articulates that need through the parameters of Afrofuturism, building a timeless narrative of Blackness that replaces chronological time with metaphorical time. Through film analysis, the article examines how the experience overlaps past, present and future to connect modern contexts of police hypervigilance and mass incarceration with slavery, activating in the user an exercise in perspective-taking. The figure of Harriet, embodiment of the future, and the moral dilemma posed by Lamar function as narrative axes that directly address the user, turning them into an interpretive subject of history. The experience seeks to give value to silenced stories while reimagining them from a contemporary Black perspective, with the aim of building a collective identity free from the fractures of the racial past.
Downloads
Article Details
Issue
Section

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Miguel Hernández Communication Journal is an open access magazine. To publish on MHCJ, the authors accept the following terms:
- The authors will retain their copyright and guarantee the journal the right to first publish their work, which will be simultaneously subject to the Creative Commons Atribución/Reconocimiento-CompartirIgual 4.0 Internacional, which allows third parties share the work as long as its author and his first publication in this magazine are indicated.
- Authors may adopt other non-exclusive license agreements for the distribution of the version of the published work (eg, deposit it in an institutional telematic archive or publish it in a monographic volume) provided that the initial publication in this journal is indicated .
- Authors are allowed and recommended to disseminate their work through the Internet (e.g., in institutional telematic archives or on their website) before and during the submission process, which can produce interesting exchanges and increase citations. of the published work. (See The effect of open access).
- The document RESIGNATION OF PERCEPTION OF BENEFITS OF COPYRIGHT is intended for the print publication of MHCJ by the UNIVERSITAS publishing house. Both authors and publishers renounce the collection of economic benefits, if any, when the aforementioned publisher takes over the entire cost of printing, distribution and dissemination.
How to Cite
References
Bauman, Z. (2000). Liquid modernity. Polity Press.
Bonilla-Silva, E. (2006). Racism without racists: Color-blind racism and the persistence of racial inequality in the United States. Rowman & Littlefield.
Brandon McCormack, M. (2016). “Your God is a Racist, Sexist, Homophobic, and a Misogynist … Our God is Change”: Ishmael Reed, Octavia Butler and Afrofuturist Critiques of (Black) American Religion. Black Theology, 14(1), 6-27. https://doi.org/10.1080/14769948.2015.1131503
Breves, P. (2018). Reducing outgroup bias through intergroup contact with non-playable video game characters in VR. Presence: Teleoperators and Virtual Environments, 27(3), 257-273. https://doi.org/10.1162/pres_a_00330
Brown, J. A. (2001). Black superheroes, Milestone Comics and their fans. University Press of Mississippi.
Bye, K. (18 de febrero, 2021). "The Changing Same:" Volumetric storytelling innovations, connecting the past to the present with the cycles of racial terror. Voices of VR. https://voicesofvr.com/977-the-changing-same-volumetric-storytelling-innovations-connecting-the-past-to-the-present-with-the-cycles-of-racial-terror/
Carmona, R. (2010). Cómo se comenta un texto fílmico. Cátedra.
Casetti, F. y Di Chio, F. (2017). Cómo analizar un film. Paidós.
Castells, M. (2000). La era de la información: economía, sociedad y cultura. Alianza.
Cipresso, P., Chicchi Giglioli, I. A., Alcañiz Raya, M. L., y Riva, G. (2018). The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature. Frontiers in Psychology, 9, 1-20. https://doi.org/10.3389/fpsyg.2018.02086
Coogler, R. (Director). (2018). Black Panther [Película]. Marvel Studios.
DeFrantz, T. (2005). African American dance - philosophy, aesthetics, and "beauty". Topoi, 24, 93-102. https://doi.org/10.1007/s11245-004-4165-7
Dery, M. (1994). Black to the future: Interviews with Samuel R. Delany, Greg Tate, and Tricia Rose. En M. Dery (Ed.), Flame Wars (pp. 179-222). Duke University Press. https://doi.org/10.1215/9780822396765-010
Eshun, K., y Sagar, A. (2007). The ghosts of songs: The film art of the Black Audio Film Collective. Liverpool University Press.
Fernández-Fígares, M. D. & Marfil Carmona R. (2007). Diferentes estilos interpretativos del mensaje audiovisual. Intuición vs. Metodología. En J. Marzal Felici & F.J. Gómez Tarín (Eds.), Metodologías de análisis del film, 383-388. Comunicación 2000.
Freedman, G., Green, M., Seidman, M., y Flanagan, M. (2021). The effect of embodying a woman scientist in virtual reality on men’s gender biases. Technology, Mind, and Behavior, 2(4), 1-11. https://doi.org/10.1037/tmb0000046
Galtung, J. (1990). Cultural violence. Journal of Peace Research, 27(3), 291-305. https://doi.org/10.1177/0022343390027003005
Grant-Murray, M. (2023). Omi: Water in comparison to the Black female body. En B. Sengar & A. M. E. Adjoumani (Eds.), Indigenous societies in the post-colonial world (pp. 153-170). Springer. https://doi.org/10.1007/978-981-19-8722-9_9
Hall, J. M. (2011). Revalorized Black embodiment: Dancing with Fanon. Journal of Black Studies, 43(3), 274-288. https://doi.org/10.1177/0021934711419363
Heath, D., y Rachko, T. J. Jr. (22 de octubre, 2018). Confronting US policing’s record of violence and abuse. Humans Rights Watch. https://www.hrw.org/news/2018/10/22/confronting-us-policings-record-violence-and-abuse
Herrera, F., Bailenson, J., Weisz, E., Ogle, E., y Zaki, J. (2018). Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. PLoS One, 13(10), 1-37. https://doi.org/10.1371/journal.pone.0204494
LaFleur, I. (2011). Visual Aesthetics of Afrofuturism [Video]. YouTube. https://www.youtube.com/watch?v=x7bCaSzk9Zc [Consultado 15 de enero, 2026]
Martingano, A. J., Perugini, M., y Gallucci, M. (2021). Virtual reality improves emotional but not cognitive empathy: A meta-analysis. Technology, Mind, and Behavior, 2(1), 1-12. https://doi.org/10.1037/tmb0000034
Marzal, J. y Gómez Tarín, F. (2007). Metodologías de análisis del film. Edipo.
Nora, P. (1989). Between memory and history: Les Lieux de Memoire. Representations, 0(26), 7-24.
Riva, G., Wiederhold, B. K., y Mantovani, F. (2019). Neuroscience of virtual reality: From virtual exposure to embodied medicine. Cyberpsychology, Behavior, and Social Networking, 22(1), 82-96. https://doi.org/10.1089/cyber.2017.29099.gri
Ryzik, M. (23 de febrero, 2018). The Afrofuturistic designs of ‘Black Panther’. New York Times. https://www.nytimes.com/2018/02/23/movies/black-panther-afrofuturism-costumes-ruth-carter.html
Scatter. (22 de junio, 2021). The making of – "The Changing Same: An American Pilgrimage (Ep 1)" [Video]. YouTube. https://www.youtube.com/watch?v=8s5dHDK_35w
Schleußinger, M. (2021). Information retrieval interfaces in virtual reality—A scoping review focused on current generation technology. PLoS One, 16(2), 1-24. https://doi.org/10.1371/journal.pone.0246398
Shih, M., Wang, E., Bucher, A., y Stotzer, R. (2009). Perspective taking: Reducing prejudice towards general outgroups and specific individuals. Group Processes & Intergroup Relations, 12(5), 565-577. https://doi.org/10.1177/1368430209337463
Stephenson, M., Brewster, J., y Elayat, Y. (Directores) (2021). The Changing Same: The Dilemma. Scatter & Rada Studio.
Tassinari, M., Aulbach, M., y Jasinskaja-Lahti, I. (2022). The use of virtual reality in studying prejudice and its reduction: A systematic review. PLoS One, 17(7), 1-48. https://doi.org/10.1371/journal.pone.0270748
TED. (marzo, 2015). Chris Milk: How virtual reality can create the ultimate empathy machine [Video]. Youtube. https://www.youtube.com/watch?v=iXHil1TPxvA
Todd, A., Bodenhausen, G. V., y Galinsky, A. D. (2012). Perspective taking combats the denial of intergroup discrimination. Journal of Experimental Social Psychology, 48(3), 738-745. https://doi.org/10.1016/j.jesp.2011.12.011
Todorov, T. (2000). Los abusos de la memoria. Paidós.
Tong, X., Gromala, D., Kiaei Ziabari, S. P., y Shaw, C. (2020). Designing a virtual reality game for promoting empathy toward patients with chronic pain: Feasibility and usability study. JMIR Serious Games, 8(3), 1-14. https://doi.org/10.2196/17354
Touraine, A. (1973). La Production de la société. SEUIL.
Wacquant, L. (2002). De la esclavitud al encarcelamiento masivo. New Left Review, 13, 38-58.
Wang, K. (2023). Enfoque cognitivo y semiótico en el análisis fílmico aplicado al género cinematográfico wuxia. Communication & Methods, 5(2), 66-78. https://doi.org/10.35951/v5i2.200
Washington, T. N. (2005). Our Mothers, Our Powers, Our Texts: Manifestations of Àjé in Africana Literature. Indiana University Press.