One of the currently much discussed developments in the field of digital media is virtual reality. The concept of computer-generated reality, which was already developed in the 1960s, experienced a hype in the 1990s that also reached a non-expert audience. The idea of immersing oneself in a non-existent reality and thus denying reality triggered a wide range of reactions, from euphoria to rejection. However, the state of the art at that time did not meet the high expectations of the topic. In the meantime, the further developed image and tracking quality allows such a degree of immersion that the viewers* experience themselves and their bodies as a natural part of the scene. While in conventional media the body stands in front of the picture, in virtual reality one experiences oneself as part of the event.