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At the same time as cinema and television appeared and evolved,

Posted: Tue Jan 28, 2025 3:38 am
by shishir.seoexpert1
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.