2021
DOI: 10.1177/1354856521996557
|View full text |Cite
|
Sign up to set email alerts
|

Wild, stressful, or stupid: Que es Bandersnatch? Exploring user outcomes of Netflix’s interactive Black Mirror episode

Abstract: Prior scholarship related to interactive digital narratives (IDNs) typically has analyzed this emerging genre of storytelling on web-based platforms. The Bandersnatch episode of the Black Mirror series on Netflix offers a unique opportunity to explore the affordances and audience effects of IDNs appearing within a popular streamed TV program. This case study combines updated models of the uses and gratifications theory of media use with human–computer interaction frameworks to identify cognitive themes and emo… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
5
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 10 publications
(5 citation statements)
references
References 51 publications
0
5
0
Order By: Relevance
“…Interestingly, viewer texts posted on social media deviate from Roth and Koenitz's findings. A large number of users imply that through Stefan's indecisiveness and traumas they relate to him as a player-character, and worry if they can make the right choice on behalf of him (Nee, 2021). Employing a larger sample, Nee's research captures receptions from a more diverse audience group, though it does not refute the entirety of Roth and Koenitz's conclusion.…”
Section: Literature On Bandersnatchmentioning
confidence: 99%
See 1 more Smart Citation
“…Interestingly, viewer texts posted on social media deviate from Roth and Koenitz's findings. A large number of users imply that through Stefan's indecisiveness and traumas they relate to him as a player-character, and worry if they can make the right choice on behalf of him (Nee, 2021). Employing a larger sample, Nee's research captures receptions from a more diverse audience group, though it does not refute the entirety of Roth and Koenitz's conclusion.…”
Section: Literature On Bandersnatchmentioning
confidence: 99%
“…The current research on interactive narratives on the streaming services is unsurprisingly concentrated around Black Mirror: Bandersnatch, the first high-profile title of its own kind in Bandersnatch has faced varying evaluations of its narrative design from a number of scholars (Roth & Koenitz, 2019;McSweeny & Joy, 2019;Murray, 2019;Nee, 2021).…”
Section: Literature On Bandersnatchmentioning
confidence: 99%
“…In this way, the audience can, at least according to the design, spend more time immersed in the plot and have a sense of attachment to the story. The interactive digital narrative is a new concept, previous studies have shown that when the audience interacts with digital content, this will produce positive emotional effects (Nee, 2021). The design choice in interactive films makes it necessary for the viewer to spend a relatively long and continuous time navigating the film if they wish to achieve its primary uses and gratifications reward of discovering how their plot choices will be ultimately resolved.…”
Section: Ease and Escapismmentioning
confidence: 99%
“…Bandersnatch is a stand-alone film presented as a video tale mixed with elements of the interactive video game and TV series (Nee, 2021). Thus, the audience can control the protagonist's actions and choices through the remote control or touch the screen (AKŞİT and NAZLI, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…While interactivity ranges from low to high(Nee 2021(Nee , 1493, soliciting varying degrees of agency, video games differ from other interactive media(Robson and Meskin 2016, 167), in that most of what is displayed on screen is a result of a player's continued (inter)action with the system.…”
mentioning
confidence: 99%