Arts and Culture
How do producers and consumers use technology to transform a text? In a milieu where the relationship between author and reader is increasingly becoming more dialogical, various techniques have also enabled the visual representation of fictional contents to occupy the dynamic space between 2D and 3D. Through a comparison of the concepts and applications of ‘2.5D’ in various media (i.e. animation, computer games, live theatre), this paper argues these innovations are outcomes of affections that emerge through spatially experienced inter-media relations. Similar to how earlier cultural practices (e.g. shadow puppetry) could animate static visuals by simulating 3D movements within a 2D space, current 2.5D innovations represent an important intermediary that (1) bears witness to affections outside the physical medium of the text and (2) leads to differentiations in the way the primary text is experienced and interpreted. These effects serve as examples of what Roland Barthes (1973) terms as ‘pleasures’ of the text, which not only subvert the corpus of the original work, but – in the case of 2.5D techniques – question the notion of ‘space’ in which the text can occur.