At the same time as cinema and television appeared and evolved,
Posted: Tue Jan 28, 2025 3:38 am
Reflection on these media raised the question of language and, in fact, that of the participation of the viewer. The spectator in the dark room is in a state of hypnosis; the viewer in his living room watches a television set (remote viewing), as if television were "illustrated radio" to use Orson Welles' words. If cinema and television engender a certain passivity of the television/viewer, where is the co-construction of the audio-visual narrative now located?
In the digital age, the viewer has become a gambling data china consumer-actor and/or a user with a profound change in their expectations and uses. I watch the content I want, when I want, on the platform I choose, on the (mobile) medium I want and with whom I want. In addition to this delinearization (generated by the digitalization of content), the user wants to actively participate in the content.
This narrative interactivity, accompanied by a gamification of the story, is found in video games and immersive experiences in virtual reality (VR) and augmented reality (AR). The user in VR with a headset, for example, creates the path and linearity of the fiction through his gaze and his physical engagement. He thus creates an almost unique experience with a very personal feeling. Let's take 7 lives , a VR film directed by Jan Kounen, co-produced by France Télévisions. In this film, everyone creates their own narration by focusing on one of the four characters and thus constructs their own experience.
In the digital age, the viewer has become a gambling data china consumer-actor and/or a user with a profound change in their expectations and uses. I watch the content I want, when I want, on the platform I choose, on the (mobile) medium I want and with whom I want. In addition to this delinearization (generated by the digitalization of content), the user wants to actively participate in the content.
This narrative interactivity, accompanied by a gamification of the story, is found in video games and immersive experiences in virtual reality (VR) and augmented reality (AR). The user in VR with a headset, for example, creates the path and linearity of the fiction through his gaze and his physical engagement. He thus creates an almost unique experience with a very personal feeling. Let's take 7 lives , a VR film directed by Jan Kounen, co-produced by France Télévisions. In this film, everyone creates their own narration by focusing on one of the four characters and thus constructs their own experience.