Cripping Up VR
Amy Crighton / Meg Fozzard / United Kingdom
Cripping Up is a 360 VR documentary film that immerses viewers in the daily challenges faced by a wheelchair user—myself. As the audience experiences the world through my eyes, mundane situations take on new significance, revealing the obstacles non-disabled individuals may overlook.
Cripping Up, a groundbreaking 360 VR documentary, invites viewers into the intimate realm of my life as a wheelchair user, navigating a world that is not designed to be for accessible. This Meta Oculus 2 headset experience unravels my personal journey, shedding light on the often-overlooked challenges that define my daily existence. From boarding a bus to traversing seemingly simple roads, the audience witnesses the hurdles that go unnoticed by those not living as a wheelchair user.
Built on my firsthand experiences and informed by my studies in Creative Producing for Digital Platforms at the National Film and Television School, Cripping Up stands as a unique critique of VR films and experiences attempting to depict disability. I’ve uncovered a recurrent theme: VR is hailed as an empathy machine, with reviewers expressing a deep connection, especially evident in experiences like Notes on Blindness.
However, my frustration lies in the ephemeral nature of this empathy, dissipating once the headset is removed.
My distinct perspective, informed by both personal encounters and academic exploration, challenges the common narrative surrounding VR empathy. In a post-experience title screen, viewers are prompted to reflect on the transience of their immersion—while they can walk away, wheelchair users cannot. The term “cripping up,” often associated with non-disabled actors portraying disabled characters, takes on new meaning, highlighting the limitations of understanding that persist even in the apparently empathetic world of VR.
Filmed using a 360 camera affixed to my wheelchair, the project recreates five pivotal scenes from my life. These scenes, enacted by a cast of actors, offer a visceral portrayal of the challenges faced by wheelchair users on a daily basis.
But the innovation extends beyond the content—Cripping Up aims for inclusivity behind the scenes as well. In a deliberate effort to counteract the underrepresentation of disabled individuals in the VR, my goal is to assemble a project team where every member identifies as D/deaf, disabled, or neurodivergent. This intentional diversity amplifies the authenticity of the project and challenges the prevailing norms in the production of disability-related content.
At its core, Cripping Up transcends the boundaries of traditional VR experiences, aiming not just to immerse but to provoke lasting reflection and foster genuine understanding.