Melanie Arrow: "Immersive storytelling is a technique that is finding its way into new spaces such as theatres, games, documentaries, advertising and journalism. The aim is to give people the feeling of really ‘being there’, calling on 3D gaming, virtual and augmented reality technologies in the process. Tech is making our media more entertaining, hard-hitting and unique."
V Renée: "No one knows storytelling quite like Pixar. Their films are entertaining on so many levels; they make us laugh, make us cry, and even make us want to become better filmmakers. But perhaps the greatest quality of a Pixar movie is its ability to move an audience, which is a direct result of the brain trust's aptitude for great storytelling."
Michelle Fitzsimmons: "Virtual reality is more than an emerging technology. It's redefining how filmmakers tell stories, bringing a brand-new set of challenges to a medium that's been refined over the last 100-plus years."
Anrick: "Like the cinema from the past 50 years — so much of which is still compelling, gripping and emotionally captivating today — we should design VR content to be a part of the long term virtual landscape."
Michael Cavna: "Disney is thinking so far beyond sequels — first with its Marvel Cinematic Universe, next with its Star Wars galaxies — that it is now fully, successfully engaging viewers across interlocking narratives. Each time a film like “Civil War” can land with audiences — building upon and/or introducing a dozen key characters — the universe can move not just linearly, but also multilaterally."
Jon Evans: "Even in stationary DomeVR, you can twist and turn and spin and look at a full 360 degrees of immersive environment [...] there is no clear demarcation between “story space” and elsewhere, as there is with a TV or movie or game screen. Your mind keeps telling you that everything is story space."
Natasha Lomas: "VR needs content if it’s to be more than a flash in the early adopter pan. But it’s pretty clear that in the short term at least it’s not going to have a whole lot of compelling content."
Christy Admiraal: "There’s no question that anyone who considers himself or herself part of a fandom will have a different read on a piece of media from someone on the outside—whether it’s due to taking in all supplemental material, shipping a certain pairing, participating in fan theorizing, or some combination thereof—but exactly how does their experience differ from a reader or regular viewer who’s never dived any deeper into non-canonical material?"
Darren Emerson: "Unlike the wall of noise that comes from 24 hour news coverage, and commentary via Twitter and Facebook in the aftermath of a tragic event, the VR headset delivers an experience that allows the viewer space to get closer emotionally to the subject matter and create a deeper level of understanding." [Interviewed by Jess Linington]
Nicole LaPorte: "It's no secret that advances in technology are pushing VR well beyond gamers and into areas like education, medicine, and of course, entertainment. [...] But can VR be incorporated into kids' games? And more importantly, should it, given that most kids are just starting to get a handle on AR (actual reality), let alone digitally re-created reality?"
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