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- Volume 14, Issue 3, 2023
Journal of Screenwriting - Virtual Reality: Exploring Technologies, Practices and Paradigms, Dec 2023
Virtual Reality: Exploring Technologies, Practices and Paradigms, Dec 2023
- Editorial
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Editorial
Authors: Romana Turina and Kath DooleyOver the last decade developments in virtual reality (VR) technologies have given rise to a new wave of immersive storytelling experiences that have captivated audiences at film festivals, in galleries, through online platforms and various other venues. In response, scholarly research into narrative-based VR has sought to understand the affordances, artistic qualities and immersive nature of this medium. Within this array of analysis and reflection, traditional screenwriting concerns such as narrative structure, plot devices and character development have been discussed alongside notions of immersion, embodiment and user experience design. Accordingly, notions of ‘script development’ have expanded to encompass processes gathered under terms like ‘conceptualization’, ‘prototyping’ and ‘narrative design’, which assume specific connotations in relation to various disciplinary approaches. This Special Issue explores the technologies, practices and paradigms that VR storytelling implements, with particular attention given to the differing terminology across disciplines that resonates, repurposes or redefines conceptual understandings belonging to earlier media, and specifically, to screenwriting for film.
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- Articles
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Conceptualizing and developing narrative-based virtual reality experiences: A review of disciplinary frameworks and approaches to research
By Kath DooleyThis review article examines research into the conceptualization and development of narrative-based virtual reality (VR) experiences with the aim of articulating the overlaps and differences in various disciplinary approaches. The terms ‘conceptualization’ and ‘development’ are used to encompass a range of activities (represented by terms such as ‘screenwriting’, ‘design’, ‘narrative design’ and ‘prototyping’) that might be associated with VR development by researchers from fields of screenwriting and broader screen studies, game studies, interactive digital narrative (IDN) and human–computer-interaction (HCI) fields. The focus of the article is research produced within the last decade, this coinciding with the resurgence of narrative-based VR production driven by affordable, consumer-grade technologies that emerged around 2015. While narrative-based VR is not new, recent technological advancements have enabled greater degrees of realism and an affordable consumer price point, making VR more appealing as an entertainment medium. This has led to an explosion of interest in narrative-based VR experiences in film festivals and conferences, with academic scholarship seeking to understand new practices and tools for creating storytelling experiences with the medium. Through an extensive survey of recent literature, this article seeks to answer the question of how we as researchers can conceive of VR conceptualization and development going forward. The analysis highlights the use of differing terminology across disciplines, which is often linked to understandings of adjacent or earlier media, processes and narrative models explored in these fields. Going forward, the article argues for an interdisciplinary research lens that foregrounds the embodied nature of VR storytelling.
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Prototyping first-person viewer positions for VR narratives with storyboards and pilot productions
Authors: Joakim Vindenes and Lars NyreIn this article, we present two related approaches to scripting or prototyping VR narratives. We tested storyboarding and pilot production techniques with 40 students over two years, and they were tasked with creating documentary VR narratives characterized by embodied moods and experiences. The aim was to help students tailor a strong first-person viewer relationship with the virtual environment utilizing the ways the body can be centred in story worlds. In particular, the article deals with character positioning and point of view-writing in the first-person, drawing on insights from human–computer interaction (HCI) and postphenomenology. There is an ongoing exploration of new experimental approaches to story world production for immersive media, and prototyping processes from fields such as HCI are becoming increasingly relevant for screenwriters. We provide analyses of how storyboards and pilot productions can situate the user in relation to the virtual environment. Based on the analyses, we evaluate the use value of such prototyping for students and practitioners who need to make first-person viewer positions for VR narratives, and we compare our approach with similar pedagogical projects as represented in the literature.
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Scripting the silhouette: Writing around the participant in interactive virtual reality experiences
More LessThis article explores the challenges and emerging understandings around crafting the narrative position of the participant in real-time virtual reality (VR). Drawing on interviews with contemporary VR creators working in the United Kingdom, America, Canada and Australia, the article explores the ways in which creators conceptualize the narrative space occupied by an interactive VR participant. It argues that contemporary creators are utilizing the narrative capacity of the participant in ways that challenge traditional notions of characterization and protagonist. Instead, creators engage methods and ideas that are more aligned with the notion of ‘postdramatic’ theatre. I propose that the concept of negative space can be used to explain the relationship between the active participant and authored VR work. Conceiving the space occupied by the embodied participant in terms of ‘negative space’ within the authored environment can allow screenwriters and VR creators to ‘write around’ this absent (but present) participant during the development process.
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Abitibi360: An example of the evolution of writing for 360-degree films
More LessWhile virtual reality technologies have been developing since the 1960s in North America, they became broadly accessible for the public in 2016, with the launch of affordable virtual reality headsets in the global market. Amongst recent virtual reality works, 360-degree films are particularly popular. With this article, I study the evolution of writing for 360-degree films from 2016 to 2020 through the analysis of the 360-degree documentary series Abitibi360 created by Canadian filmmaker Serge Bordeleau, of which Season 1 was produced in 2017 and Season 2 followed in 2020. My goal is to determine how his writing processes changed over this time period and to highlight the various factors that influenced this change. To conduct this research, I present an analysis of creative documents produced by Bordeleau for the two seasons. This work will demonstrate how the author evolved to use virtual reality technologies to develop his own language, even though he continued to be influenced by his original medium: cinematographic documentary films. Bordeleau became more creative as he mastered the techniques of virtual reality production. In particular, he learned to guide the viewer’s attention to chosen points of interest within the 360-degree image by using several techniques, such as light, movement, colour and noise.
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Investigating a cinematic virtual reality narrative framework for screenwriting
Authors: Pedro Alves, Jose Luis Rubio-Tamayo and Estefany DurAn-FonsecaOver the last decade cinematic virtual reality (CVR) has been progressively developing as a meaningful vehicle for impactful and immersive narratives. Recent studies of CVR concepts and components have laid the ground for a CVR narrative theoretical framework that might assist researchers and practitioners to understand this type of virtual reality (VR) experience. While existing studies have isolated key features of CVR, a range of projects from different fields of work or in different stages of production have utilized a range of different screenwriting processes and strategies to address the affordances of this medium. In this article we seek to systematize the key findings of earlier studies into a narrative framework for CVR and to analyse how this framework is reflected in existent models and templates for writing a screenplay for CVR experiences. Furthermore, and based on this narrative framework, we also aim to contribute an exploratory approach to CVR screenwriting by proposing a variative and original screenwriting template. This template addresses the main limitations of the existent screenwriting templates and formats that we analyse in this study while also summoning the main advantages.
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- Book Reviews
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Burn It Down: Power, Complicity, and a Call for Change in Hollywood, Maureen Ryan (2023)
By Yousif NashReview of: Burn It Down: Power, Complicity, and a Call for Change in Hollywood, Maureen Ryan (2023)
New York: HarperCollins, 388 pp.,
ISBN 978-0-06326-927-9, h/bk, USD 32.50
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Do the Right Thing: Storytelling Secrets of Five Screenplays That Embrace Diversity, Karla Fuller (2023)
More LessReview of: Do the Right Thing: Storytelling Secrets of Five Screenplays That Embrace Diversity, Karla Fuller (2023)
Studio City, CA: Michael Weise Productions, 112 pp.,
ISBN 978-1-61593-340-2, p/bk, USD 26.95
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Alternative Scriptwriting: Contemporary Storytelling for the Screen, Ken Dancyger, Jessie Keyt and Jeff Rush (2023), 6th ed.
More LessReview of: Alternative Scriptwriting: Contemporary Storytelling for the Screen, Ken Dancyger, Jessie Keyt and Jeff Rush (2023), 6th ed.
Abingdon: Routledge and Focal Press, 442 pp.,
ISBN 978-1-03215-056-7, p/bk, GBP 31.49
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