The Use of 360-Degree Video to Provide an Alternative Media Approach to Paralympic Sports

  • Caroline DelmazoEmail author
Conference paper
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 265)


This paper describes exploratory research that consists of the production and testing of a 360-degree video-prototype aiming to provide a closer perspective to Paralympic athletes’ training universe, exemplified by the wheelchair basketball. Media coverage of Paralympic sports has been changing but still represents athletes as heroes due to the overcoming of odds related to the impairment and not to the sports results. The present work considers immersive journalism and the use of virtual reality (VR) technologies as the path to an alternative framing where the athletes are portrayed as players facing a hard training routine and having sporting goals as the non-disabled ones.

The paper presents a brief description of prototype production and details the user study conducted in the aftermath with four focus groups. Feedback provided by participants indicates the suitability of the 360-degree video, when experienced with a headset and headphones, for the framing proposed and also points out narrative strategies that can be useful not only in Paralympic sports’ storytelling but in the conception of diverse narratives for 360-degree video.


Paralympic sports Wheelchair basketball Virtual reality 360 video 


  1. 1.
    International Paralympic Committee: Annual Report 2016 (2016)Google Scholar
  2. 2.
    Beacom, A., French, L., Kendall, S.: Reframing impairment? Continuity and change in media representations of disability through the paralympic games. Int. J. Sport Commun. 9, 42–62 (2016)CrossRefGoogle Scholar
  3. 3.
    Maika, M., Danylchuk, K.: Representing Paralympians: the ‘Other’ athletes in Canadian print media coverage of London 2012. Int. J. Hist. Sport 33, 401–417 (2016)CrossRefGoogle Scholar
  4. 4.
    Brittain, I.: Communicating and managing the message: media and media representation of disability and Paralympic sport. In: Darcy, S., Frawley, S., Adair, D. (eds.) Managing the Paralympics, pp. 241–262. Palgrave Macmillan, London (2017)CrossRefGoogle Scholar
  5. 5.
    Berger, R.J.: Pushing forward: disability, basketball, and me. Qual. Inq. 10, 794–810 (2004)CrossRefGoogle Scholar
  6. 6.
    Marques, J.C.: Nem Herói, Nem Coitadinho: A Cobertura Dos Jogos Paralímpicos 2016 Nas Páginas Dos Jornais Lance! e Folha de S. Paulo (2017)Google Scholar
  7. 7.
    Marques, R.F.R., Gutierrez, G.L., de Almeida, M.A.B., Nunomura, M., Menezes, R.P.: Media approach to Paralympic sports: the view of Brazilian athletes. Movimento 20, 989–1012 (2014)Google Scholar
  8. 8.
    de la Peña, N., et al.: Immersive journalism: immersive virtual reality for the first-person experience of news. Presence Teleoperators Virtual Environ. 19, 291–301 (2010)CrossRefGoogle Scholar
  9. 9.
    Slater, M.: Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philos. Trans. R. Soc. B Biol. Sci. 364, 3549–3557 (2009)CrossRefGoogle Scholar
  10. 10.
    Aronson-Rath, R., Owen, T., Milward, J., Pitt, F.: Virtual reality journalism.
  11. 11.
    Emblematic group: the language of presence: a virtual reality glossary for storytellers, producers, and viewers (2016).
  12. 12.
    Tricart, C.: Virtual Reality Filmmaking: Techniques and Best Practices for VR Filmmakers. Taylor & Francis, Didcot (2017)CrossRefGoogle Scholar
  13. 13.
    Newton, K., Soukup, K.: The storyteller’s guide to the virtual reality audience (2016).
  14. 14.
    Passmore, P.J., Glancy, M., Philpot, A., Roscoe, A., Wood, A., Fields, B.: Effects of viewing condition on user experience of panoramic video (2016)Google Scholar
  15. 15.
    Vosmeer, M., Schouten, B.: Project Orpheus a research study into 360 cinematic VR. In: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, pp. 85–90. ACM (2017)Google Scholar
  16. 16.
    Jaunt: the cinematic VR field guide (2017).

Copyright information

© ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2019

Authors and Affiliations

  1. 1.iNOVA Media Lab/IC NOVA, Faculdade de Ciências Sociais e HumanasUniversidade Nova de LisboaLisbonPortugal

Personalised recommendations