Reality-Twisting Creations

Leandro Erlich Plays With People and Perception

Leandro Erlich is a man whose concept of what is real is a bit askew. The Argentinian artist believes "reality is something we are dealt... but the final product of reality is a matter of major construction made by us."

Leandro Erlich is definitely dealing out some aces in this exhibition. From the shattering door to the ghostly sitting quarters, Erlich knows how to grab the attention of an onlooker and force him or her to establish a reality of their own via his work.

Interactive Art Installations
Businesses can consider creating immersive art installations that require audience engagement, providing unique experiences and a chance for customers to create their own realities.
Augmented Reality Games
Exploration of augmented reality technology could be applied to gaming to create an immersive experience that blurs reality and fiction enhancing video game experiences.
Virtual Reality Museums
There is the possibility for museums to experiment with virtual reality technology to create interactive exhibitions suggesting different ways of seeing reality in an artificial environment.

Sectors Adopting This

Art Exhibitions and Galleries
Art galleries and exhibitions could use alternate realities that put the spotlight back onto the artists and make art an immersive experience creating a shift from the traditional ways art is appreciated.
Event Planner
Event planners can create unique experiential marketing campaigns that play around the idea of manipulating reality to increase engagement and boost an event’s popularity.
Video Game Industry
Video game companies could harness alternate reality technology to create cutting edge gaming experiences that blur the lines between the game world and the real world, causing immersion and emotional links with the game itself.
SCORE
0.4 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 3%
Activity 2%
Freshness 8%