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2024 | Buch

Screenwriting for Virtual Reality

Story, Space and Experience

insite
SUCHEN

Über dieses Buch

This book is focused on screenwriting and development for virtual reality (VR). It explores a diverse range of creative approaches to the writing and screen development of VR stories and immersive audience experiences. Contributions from scholars and practitioners combine conceptual and practically orientated approaches for creating fictional and documentary media VR stories. The book evaluates, challenges and adapts existing screenwriting models and practices for immersive storytelling and grapples with the future of storytelling in the era of sophisticated computer visualization, AI and the online social metaverse. The book proposes new VR storytelling models, identifies altered relationships between creators, screen works and their audiences and demonstrates how interdisciplinary practices will be core to the future of screen storytelling.

Inhaltsverzeichnis

Frontmatter
Chapter 1. An Introduction to Screenwriting for Virtual Reality
Abstract
This introductory chapter presents an overview of recent developments in virtual reality as an entertainment medium and a review of related academic scholarship on ‘writing’ for VR. This term is used to refer to a range of activities involved in the conceptualisation and development of VR media. In the last decade, a new wave of high-profile VR work has appeared at screen festivals, online, in galleries and in other venues, giving rise to significant industry discourse and academic scholarship exploring the affordances, aesthetics and experience of this immersive medium. To begin interrogating the subject of writing for VR, this chapter presents an exploration of concepts drawn from scholars working in the areas of screenwriting, human–computer interaction, game studies and interdisciplinary fields. It concludes by introducing the new scholarship featured in this anthology, Screenwriting for VR: Story, Space and Experience.
Kath Dooley, Alex Munt

Storytelling Fundamentals and Audience

Frontmatter
Chapter 2. Shifting Diegetic Boundaries
Abstract
Cinematic Virtual Reality (CVR) lets viewers choose their gaze direction within cinematic content encircling them in 360 degrees and can in some cases also enable user-influence on both events and existents within the represented environment. This particularly applies to animated CVR where computer-generated content can respond to user actions. This chapter explores how the boundaries between the diegetic and extra-diegetic dissolve when the user becomes an existent, influencing both narration and audio-visual representation. The analysis is based on qualitative close readings of two works, Agence (Gagliano, Pietro. 2020. Agence. Directed by Pietro Gagliano. Produced by Pietro Gagliano and David Oppenheim. https://​www.​agence.​ai/​.; Gagliano, Pietro, interview by The Foreign Film Academy. 2020. Agence: AI and Dynamic Filmmaker (feat. Pietro Gagliano);) and Bonfire (Darnell, Eric. 2019. Bonfire. Directed by Eric Darnell. Produced by Baobab Studios.). The titles will be assessed considering previous studies of CVR, and other interactive narrative media, investigating how planning and conceptualising can be carried out for these kinds of experiences. The aim of this chapter is to suggest ways of authoring a diegesis in interactive CVR, considering that the experience will be affected differently by the interaction of the user. One proposal is to plan forking-path plots through flowcharts, similar to those used in video game development. The second is to conceptualise spatial relations within the diegesis graphically, akin to architectural floor plan drawings. These means are proposed as methods to support screenwriting for VR.
Ole Christoffer Haga
Chapter 3. Cinematic Virtual Reality: Towards an Optics of Eco-Screenwriting
Abstract
Whilst cinematic virtual reality (CVR) has just a brief history, there are notable shifts in its trajectory. After an early wave of theorisation which centred on CVR as a lens-based medium remediated from traditional filmmaking practices, the conversation has drifted in two directions. The first is in relation to the momentum of software-driven animated VR story worlds fuelled by computer graphics software such as Unity and Unreal Engine. The second, and the focus of this chapter, is the trend in ‘Eco’ screen stories reorientated from a human, or anthropocentric, perspective towards the ecological ‘dramas’ of the Anthropocene. This chapter investigates this new optics of screenwriting by tracing the impact of the photographic lens on cinematic visualisation from screen development to production. The history of the filmic lens and its impact on screen storytelling is revealed to be one of friction annexed to the anthropocentric basis for classical screen narration. This chapter proposes that the optics of screenwriting is an important consideration in the cinematic visualisation and scripting of stories for virtual reality media and that, whilst spatialised fisheye vision may be at odds with anthropocentric storytelling it is ‘fit for purpose’ for eco-stories for the screen.
Alex Munt
Chapter 4. The Nature of Narration in Cinematic Virtual Reality
Abstract
This chapter explores the dynamics of narration in cinematic virtual reality filmmaking (CVR), with a focus on the options for the positioning of the viewer, who find themselves in the middle of the story world, with control over their gaze. Through the use of a case study that involved the development of three short CVR film works, the chapter establishes the main ways to conceptualise viewer positioning: either as an invisible and unacknowledged presence; an acknowledged but invisible character; or as an embodied being visible to other characters in the story world. The chapter argues that once a viewer is acknowledged, they become a character in the world, almost certainly present in every scene, and known or knowable to other characters. This type of presence demands a high level of consideration from the screenwriter, much as any central character in a narrative would receive. With embodiment comes another set of challenges, both technical and ethical, but whatever positioning is chosen, CVR filmmakers need to fully consider the changed nature of narration with the medium in order to make the best use of its immersive properties and ability to generate emotion and empathy.
Simon Weaving
Chapter 5. Towards Immersography: Considerations for an Integrated Understanding of Immersive Narrative Experiences
Abstract
The concept of immersion has come to dominate the extended reality (XR) industries, leading to a renewed interest in the concept's relevance in society. The chapter investigates the evolution of the concept and proposes a model for the analysis of the ideation stage of immersive narrative experiences, as this stage precedes screenwriting in the production workflow of an immersive experience. The concept of immersography is proposed as a way to bridge the gap between colliding epistemologies, and between theory and practice, in the field of immersive narrative experiences. This term emphasizes the narrative connotation of immersion in relation to all-encompassing virtual or in-real-life environments that share three main components: spatial experience of the narrative universe, full-body interaction with the storyworld and its elements, and the capability to generate multiple narrative journeys through interactive narrative structures.
María Cecilia Reyes

Screen Development for VR: New Collaborative Models, Writing Practices and Technological Drivers

Frontmatter
Chapter 6. Writing as Design: The Future of Houses, a Transformative Single-Player VR Experience
Abstract
Over the last several years, significant screenwriting research has explored cinematic virtual reality (CVR) narratives; however, less work has considered the development of narrative-driven VR works with multiple interactive elements, such as those that move into the territory of game design or live performance. As a part corrective to this situation, this chapter presents an analysis of the writing process that gave rise to The Future of Houses: Designing for a Circular Economy, an interactive, educational VR experience born out of a larger project seeking to communicate scientific research into ‘Energy Futures’. The writing process associated with the gamified element of The Future of Houses involved regular meetings over a period of approximately three months by a team of narrative designers with varying backgrounds and experience. In this chapter, I analyse an approach to narrative development that foregrounds spatial storytelling, the user’s journey and user experience (UX), and that highlights the challenges and opportunities of working with a multidisciplinary team.
Kath Dooley
Chapter 7. The Diagrammatic Screenplay: Strategies to Address the Challenges of Writing an Interactive, Mixed Reality Experience
Abstract
Screenplay formats for Virtual and Mixed Reality are not yet standardised. Innovations in screen production documents are frequently occurring alongside the project development process. This chapter focuses on the development of an interactive MR essay called In a Minor Key (IaMK). The significant body of work described as interactive factuals offers some models for writing interactive documentary VR and MR. However, writing interactivity is not the only challenge. With the filmic, frame-based Master Scene method proving inadequate to convey spatial, immersive and multimodal experiences, new strategies are required to write works predicated on interactants being able to move around in 3D environments containing sites of interaction that determine branching structures as well as setting out the placement of objects, sounds and features within the landscape and describing the environmental conditions. Through an examination of the writing and development process for IaMK, this chapter considers the conditions in play when writing an essayistic MR work as an experiential system. This analysis is part of an ongoing conversation about screenwriting for emerging forms that advocates going beyond set formats and encourages writers to apply a range of tools from adjacent disciplines to continue expanding the possibilities of what the medium can be.
Bettina Frankham
Chapter 8. A Case Study of VR Story Development: Fire Escape (2019)
Abstract
Fire Escape (2019) is an award-winning interactive VR series that engages users in a fictional murder mystery set in a Brooklyn apartment complex. Produced by New York-based production company iNK Stories and influenced by Hitchcock’s voyeuristic thriller Rear Window (1954), it comprises three episodes that unfold in real-time as a hostile landlord is murdered and his several tenants become suspects. Designed for the Google Daydream VR headset, the experience includes interactive devices such as the ability to answer phone calls and activate branching narratives. This chapter interrogates the format, writing, and development of the series to highlight the challenges and opportunities related to screenwriting for VR projects with multiple interactive elements. My analysis draws upon a close reading of the series and an interview with co-writer and executive producer, Vassiliki Khonsari. Through my analysis of the elements listed above, I demonstrate the ‘user-focused’ nature of the project’s screenwriting and development process. The study uncovers the technical and logistical factors specific to VR production that impacted on choices made regarding narrative structure, the inclusion of characters, and user agency.
Kath Dooley
Chapter 9. Expanded Experience: An ‘Artist-Bricoleur’ Approach to Writing VR in Contemporary Art
Abstract
Although Virtual Reality (VR) is a 40-year-old technology, its use across various screen-centric industries including entertainment, design, and education remains significantly varied, arguably limiting the emergence of a clear history of practice through which the medium can be coherently theorised. Against this background, VR software and hardware has become increasingly accessible, allowing contemporary visual artists to create VR artworks that interrogate the technology’s formal and conceptual conditions, and in turn expand the experiential potentials of the medium. Similar to how avant-gardist film and video art practices of the twentieth century enriched the language of the moving image, contemporary visual artists making experimental VR can greatly contribute to the medium’s still-emerging formal language and expand the framework of theory and practice. This chapter will explore the processes of creating experimental VR in this contemporary art context; locating the medium’s spatio-temporal qualities in the lineage of art history and describing how a digital bricolage methodology streamlines the creative development process to draw out new experiential and conceptual understandings of the medium.
Guy Lobwein, Daniel McKewen

Diverse Stories and the Viewer as Witness

Frontmatter
Chapter 10. Writing the Virtual: Diverse Modes of Development in Cinematic Virtual Reality
Abstract
In order to speak of CVR as an emergent paradigm of practice, one must develop a vocabulary concomitant with its formal and aesthetic principles—its operative and experiential ground rules. Towards the end, this chapter offers a historiography of practice, that traces the development of ideas and evolution of form in this emergent medium, through a close reading of some early trailblazing works. While Morton Heilig’s Sensorama of the late 1950s, and Char Davies’ Osmose (1995) may be considered early precedents of CVR as we know it today, it is around 2015, with VR consumer headsets becoming widely available in the market, that a spurt of documentary and fiction content begins to proliferate in this fledgling medium. Among them Notes on Blindness (2016) Invasion (2016) and Testimony (2017) stand out for shaping CVR discourse in terms of their development process, the nascent screenwriting concepts they employ, and the experience design they propose. In each instance the approach of the CVR writer-designer tends towards an aesthetics of revelation and epiphany rather than purgation and catharsis as I will show, suggesting that this is the new paradigm that CVR heralds.
Soudhamini Soudhamini
Chapter 11. A Net of Invisible Things: The VR Development Practices of Lynette Wallworth in Collisions and Awavena
Abstract
The telling of first nation screen stories by outsiders presents a complex set of challenges. This chapter maps the ‘invisible’ scripting practices of Australian VR creative Lynette Wallworth in Collisions (2016) and Awavena (2018). These case studies are explored via analysis of a long-form interview with Wallworth and through a praxis as research approach. The chapter frames ‘screenwriting’ for VR as problematic because it fails to capture the critical early interactions between the parties and the dance of understanding, listening, and trust which, for Wallworth, must be in place for the story to be offered and received. Wallworth has described her process of working with communities who want to articulate something to an audience as a ‘gift’ or ‘transmission’ (Munro 2019). This ‘joint approach’ moves the work from the ‘feeling of being there’ to becoming attuned to the perspectives of those who actually ‘are there’. Of key significance is the question whether Wallworth’s discoveries at the frontiers of new technologies could be transmuted back to traditional forms of documentary/drama ‘scripting’, offer clues to challenge the ‘straightjacket’ of prescribed mainstream screenwriting’ (Ross and Munt, Journal of Screenwriting 9:191–209, 2018) and development funding, and introduce innovative strategies for inclusive filmmaking.
Rachel Landers
Chapter 12. Virtual Catharsis: Decoding Empathy in VR Refugee Narratives in the UNVR Films
Abstract
Among recent attempts employing newer methods of communication with more user engagement is the use of Virtual Reality (VR) to produce immersive experiences centred on the plight of refugees. With the features of the VR environment designed to induce more immediacy and participation, VR videos are produced targeting audience empathy through virtual proximity to the dire living conditions of refugees. This chapter poses the following questions: How far have psychological and literary elements of catharsis informed the use of VR technology and to what degree has VR redefined catharsis as a mode of empathy delivered via an audio-visual and spatial immersive media experience? Adopting immersive media narrative analysis, this study examines films produced by the United Nations in a project known as UNVR to present various humanitarian causes. Focusing on two UNVR films, Clouds over Sidra (2015) and Life in the Time of Refuge (2016), the chapter examines the potential for empathy through the intersectionality of VR technology and narrative in light of the concept of virtual catharsis.
Wessam Elmeligi, Mona Khattab
Chapter 13. Screenwriting for Virtual Reality: Future Directions
Abstract
This concluding chapter reflects upon the critical themes emerging from the scholarship featured in this collection Screenwriting for Virtual Reality: Story, Space and Experience (Dooley and Munt 2024) and considers ongoing issues for both practitioners and scholars working in the field of virtual reality (VR) storytelling practice. The authors isolate four key themes for others to consider and build upon. Firstly, they note that the body is central to writing for VR. User immersion and presence ‘within’ a story world calls for a fundamental rethinking of character and plot elements so as to account for user embodiment and agency. Secondly, they observe that practices for writing VR narratives are multifarious and dynamic and, thirdly, that screenwriting for VR requires an expanded skillset. Lastly, they suggest that haptic technologies for VR will continue to play a role in the future of VR storytelling. This research lays the ground for others to consider how the scripting and development practices of contemporary embodied audio-visual experiences might pave the way towards a new understanding of relationships between text, author and audience, which can be applied to digital media cultures more broadly.
Kath Dooley, Alex Munt
Backmatter
Metadaten
Titel
Screenwriting for Virtual Reality
herausgegeben von
Kath Dooley
Alex Munt
Copyright-Jahr
2024
Electronic ISBN
978-3-031-54100-1
Print ISBN
978-3-031-54099-8
DOI
https://doi.org/10.1007/978-3-031-54100-1