2019
DOI: 10.24193/ekphrasis.22.8
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Developing a Media Hybridization based on Interactive Narrative and Cinematic Virtual Reality

Abstract: While the media ecosystem changes in a vertiginous way, interactive narratives make their entrance in the mainstream distribution platforms and VR looks for its feature content, new media hybrids continue to emerge from the mixture of different communication forms, narratives and supports. This article discusses the evolution of a hybrid narrative form (that we name IFcVR) born from the convergence between Interactive Fiction and cinematic Virtual Reality. The interest for such hybridization arises from the co… Show more

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Cited by 3 publications
(2 citation statements)
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“…Immersive Content Formats for Future Audiences, Allen and Tucker propose that VR creators adopt a more "user-centric" approach in which the user can be involved in the co-creation of narrative. Another study that explores the relationship that users adopt in relation to VR comes from Reyes and Dettori (2019), who noted that one of the characteristics of interactive VR films is to introduce: "a shift from the authorial point of view of classical media, literature, cinema and theatre". Interestingly, these latter studies investigate VR by making recurrent references to narrativistic and filmic terms whilst also drawing attention to the idea of (co)authorship, therefore acknowledging the explicitly active role that users play in immersive media.…”
Section: Further Considerations On Previous Researchmentioning
confidence: 99%
“…Immersive Content Formats for Future Audiences, Allen and Tucker propose that VR creators adopt a more "user-centric" approach in which the user can be involved in the co-creation of narrative. Another study that explores the relationship that users adopt in relation to VR comes from Reyes and Dettori (2019), who noted that one of the characteristics of interactive VR films is to introduce: "a shift from the authorial point of view of classical media, literature, cinema and theatre". Interestingly, these latter studies investigate VR by making recurrent references to narrativistic and filmic terms whilst also drawing attention to the idea of (co)authorship, therefore acknowledging the explicitly active role that users play in immersive media.…”
Section: Further Considerations On Previous Researchmentioning
confidence: 99%
“…Despite the scientific community widely uses the term cinematic virtual reality (CVR), there is still no consensus on an adequate definition. For Reyes and Dettori [18], CVR is a variety of VR closest to the cinema universe. According to Macquarrie and Steed [19], CVR is a broad term that ranges from passive 360-degree videos (without interaction) to interactive narrative videos that allow the viewer to affect the story.…”
Section: Serious Games With 360-degree Videosmentioning
confidence: 99%