Bringing cinematic experiences from traditional film screens into Virtual Reality (VR) has become an increasingly popular form of entertainment in recent years. VR provides viewers unprecedented film experience that allows them to freely explore around the environment and even interact with virtual props and characters. For the audience, this kind of experience raises their sense of presence in a different world, and may even stimulate their full immersion in story scenarios. However, different from traditional film-making, where the audience is completely passive in following along director's decisions of storytelling, more freedom in VR might cause viewers to get lost on halfway watching a series of events that build up a story. Therefore, striking a balance between user interaction and narrative progression is a big challenge for filmmakers. To assist in organizing the research space, we presented a media review and the resulting framework to characterize the primary differences among different variations of film, media, games, and VR storytelling. The evaluation in particular provided us with knowledge that were closely associated with story-progression strategies and gaze redirection methods for interactive content in the commercial domain. ACKNOWLEDGMENTS I would like to thank my committee chair, Dr. Eric Ragan, for his continuous guidance and support throughout the course of my thesis research. I am beyond grateful for the time he spent working with me, his patience and advice. I also appreciate my committee co-chair, Dr. Ann McNamara, and my committee member, Dr. Jing Du, for guiding me through and showing me different perspectives during my thesis work. Thanks also go to my friends and the department faculty and staff for making my time at Texas A&M University a valuable experience. Finally, thanks to my family back in China for their love, encouragement and support.