In the provided context, Cross Reality (XR) is treated as a concept describing the overlap between physical reality and virtual or game-like layers, where everyday life and non-everyday systems become difficult to separate. It appears alongside ARGs and immersive experiences as part of a broader condition in which the boundary between the real and the fictional is blurred. Rather than being defined here as a specific technical standard, XR is used as a framework for thinking about mixed realities and their social and perceptual effects.

One passage suggests that in a world saturated with XR, ARGs, and immersive experiences, the traditional “magic circle” separating play from ordinary life becomes hard to recognize. The text goes further, proposing that people may already be inside a vast expanded magic circle, with its outer edge existing but invisible, like an event horizon. In the exhibition context, a similar structure is described: a physical gallery space forms the visible layer, while an additional ARG-like dimension exists behind it. Online traces, fictional projects behaving as if real, and narratives that seem to begin before the exhibition itself all function as separate works or layers. This hidden layer is optional rather than mandatory; visitors can experience the exhibition without engaging it, but noticing it subtly changes the meaning of the whole.

The source material does not provide a strict definition of XR, so this entry is limited to the meanings implied by the context.