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.
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Notes
- 1.
It is worth noting here that the term “first-person POV”, when applied to VR, refers to the point of view of the viewer NOT the narrator (as with literary point of view). The first-person POV of a CVR viewer corresponds more accurately with second-person point of view of the literary narrator (i.e., “you do this, and then “you do that”).
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Weaving, S. (2024). The Nature of Narration in Cinematic Virtual Reality. In: Dooley, K., Munt, A. (eds) Screenwriting for Virtual Reality . Palgrave Studies in Screenwriting. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-54100-1_4
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