Hollywood’s VR Vision: New Frontier or Virtually the Same Thing?1

2019 ◽  
pp. 277-299
Author(s):  
James Fleury

James Fleury examines virtual reality in relation to Hollywood promotional strategies. As his essay explains, the virtual format may be struggling to gain mainstream adoption, but media companies continue to use it in service of their existing film, television, and video game franchises. Overall, he argues that this promotional emphasis reflects the tendency for the American film and television industry to enter emerging formats through low-risk experiments in the form of promotional content before making a larger-scale push with original material.

2018 ◽  
Vol 73 (2) ◽  
pp. 186-198 ◽  
Author(s):  
Louis-Etienne Dubois ◽  
Chris Gibbs

Purpose This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism. Design/methodology/approach Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation. Findings Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destinations should consider video games as a platform for motivating tourists before they consider investing in virtual reality. It outlines opportunities for destinations interested in video game-induced tourism and calls for more research and case studies that link video games with destinations. Originality/value This is, to the authors’ knowledge, the first paper to investigate this connection. As such, it outlines untapped opportunities for destinations interested in video game-induced tourism and opens up a new line of research within media-related tourism literature.


Author(s):  
María-José Higueras-Ruiz ◽  
Francisco-Javier Gómez-Pérez ◽  
Jordi Alberich-Pascual

This paper aims to conduct a historical and conceptual review of authorship in television production, taking auteur theory applied to the television media as a reference. For this purpose, the qualitative methodology has been used to carry out a bibliographic and documentary analysis of the author concept in the film and television industry. Despite the collaborative nature of television production, the results obtained suggest the importance of the TV series executive producer’s individual authorship during this process, who is also known as the “showrunner”. They are ultimately responsible for the project’s production, applying a creative and personal style to their entire work. The authorship, influenced by the television channel and the audience, promotes the consideration of fiction TV series as a quality cultural product, which affects its promotional strategies.


Author(s):  
Wenyu Zhang

With the progress of the times, China’s demand for the cultural industry has increased. The development of the film and television industry has also received special attention from the state. The state encourages enterprises to develop the film and television industry to meet the increasing demand for the film and television industry. Due to the gradual increase in the gap of film and television, higher vocational education has opened higher vocational digital film and television courses in order to meet the needs of the market. However, as the course progresses, more and more problems have emerged. This article uses the financial media as the background to analyze There are problems in the teaching of digital film and television courses in higher vocational colleges, and solutions are proposed. They are determined to reform the teaching of film and television courses and make contributions to digital media companies in my country.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Peter E. Wais ◽  
Melissa Arioli ◽  
Roger Anguera-Singla ◽  
Adam Gazzaley

AbstractTherapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as a cognitive intervention with the hypothesis that it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks have been used as a means to achieve environmental enrichment via exposure to and learning about novel and complex information. Engagement has been shown to enhance learning and has been linked to the vitality of the LTM system in the brain. In the current study, 48 older adults (mean age 68.7 ± 6.4 years) with average cognitive abilities for their age were randomly assigned to 12 h of computer game play over four weeks in either the Labyrinth-VR or placebo control game arms. Promptly before and after each participant’s treatment regimen, high-fidelity LTM outcome measures were tested to assess mnemonic discrimination and other memory measures. The results showed a post-treatment gain in high-fidelity LTM capability for the Labyrinth-VR arm, relative to placebo, which reached the levels attained by younger adults in another experiment. This novel finding demonstrates generalization of benefits from the VR wayfinding game to important, and untrained, LTM capabilities. These cognitive results are discussed in the light of relevant research for hippocampal-dependent memory functions.


Author(s):  
Elif Surer ◽  
Mustafa Erkayaoğlu ◽  
Zeynep Nur Öztürk ◽  
Furkan Yücel ◽  
Emin Alp Bıyık ◽  
...  

2021 ◽  
Vol 37 (2) ◽  
pp. 243-256
Author(s):  
Gammara Lenggo Geni ◽  
◽  
Rizki Briandana ◽  
Farid Hamid Umarella ◽  
◽  
...  

This study aims to analyse the media management strategy of Indonesian television stations during the Covid-19 pandemic. In March 2020, an outbreak of the Covid-19 pandemic in Indonesia affected the operations of broadcasting offices, which forced people to work from home. This situation affects the operations, strategy, and content of the television industry. The object of research is Kompas TV, one of the largest media companies in Indonesia, which was the first to implement a digital concept for its customers. The concepts of planning, organising, actuating, and controlling are used to analyse the strategies media utilised. The methodology employed for the current research takes the form of a case study by adopting the qualitative approach through an in-depth interview and observation. The results showed that Kompas TV, through its digital platform in the form of websites, YouTube channels, and social media, achieved an increase in the number of viewers, users, and engagement during the pandemic. In particular, the digital aspect does not only appear in communication, but also in the implementation of the Kompas TV strategy. The results of the study also revealed that strategies carried out on Kompas TV can be used as a model for other television in Indonesia to emulate, in order to sustain its business in times of crisis. Keywords: Strategy, broadcast management, Indonesia television station, pandemic Covid-19, qualitative research.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


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