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Impact of VR on Nigerian Cinema

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0% found this document useful (0 votes)
19 views9 pages

Impact of VR on Nigerian Cinema

Uploaded by

Matthew Ilufoye
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

EXPLORING THE IMPACT OF VIRTUAL REALITY IN CINEMATIC

ENVIRONMENT

BY

MATTHEW ABIODUN ILUFOYE


RUN/THA/22//13991

APRIL, 2024

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1.1 Background to the Study

The debate over the relative merits of stage performance versus film has been a longstanding

topic of discussion among scholars and practitioners in the fields of theatre and Film. One of the

key arguments in favor of stage performance is its ability to actively engage the audience in a

way that film often cannot replicate due to its two-dimensional nature. Stage performance offers

a live, communal experience where the audience shares physical space with the performers. This

proximity allows for a direct and immediate connection between the actors and the audience,

creating a sense of intimacy and engagement that can be powerful and immersive. However,

technological advancement has brought new innovation with the development of Cinematic

Virtual Reality. Through cinematic virtual reality (CVR) films, viewers are no longer confined to

a film director's prescribed screen view as outsiders peering in or separated from the story taking

place by the intermittent space between themselves and the screen; instead, they are completely

enveloped by the story and metamorphosed into active participants in their film-viewing

experience (Constine, 2015).

The reality of films have first been observed on the audience when The Great Train Robbery was

projected on the screen and the audience started screaming and running out of the movie theatre

thinking that the train was approaching towards them. Since the early days film makers looked

for new way of improving the perception of reality . Consequently, it has inspired filmmakers to

create CVR films to raise awareness of social issues, evoke emotion, and inspire action. It has

even allowed them to “break the fourth wall” where characters in the film make direct eye

contact with the viewer, making them feel as though the characters are speaking directly to them

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and creating a sense of connection and intimacy (Bosworth & Sarah, 2019, p. 25). Thus, CVR is

a medium that allows you to experience “a story that you would remember with your entire body

and not just with your mind” (de la Peña, 2015, p. 00:06). Through CVR, users have reported

high levels of embodiment and agency, which leads to heightened levels of empathy (Barbot &

Kaufman, 2020; Thériault et al., 2021).

According to (Gillespie, P148) he noted that VR is a tool to emotionally engage viewers with

social issues around the world. The term Virtual Reality (VR) is the use of computer simulation

to generate a three-dimensional virtual world, in which it enable the user through external

interactive devices in the virtual world of experiences visual, auditory, and other real feelings so

that users produce a feeling of immersion. When applied to film, VR can simulate sensory

functions such as sight, hearing and touch, making it possible for people to immerse themselves

in a virtual realm in a realistic way. For filmmakers, this can be understood as a technique that

allows the audience to be fully immersed in the story and deeply immerse themselves in the

characters. Virtual Reality technology allows the audience to feel that this is not a deliberate

recording, but a real scene.

Many Scholars have noted (refer to Ajibade 2013; Becker 2013) that the success of Nigeria

Cinema has been primarily ascribed to the audience's capacity to relate to the stories being

conveyed both within and outside of the African continent. African culture places great

importance on the art of storytelling, and this is what prompt the study look at how virtual

reality, has given filmmakers the ability to create immersive, interactive environments that let

users experience stories and events in ways that weren't previously possible. This gives viewers a

new way to experience live action, giving them the impression that they are there. The

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opportunities that come with technological progress have been a major topic of discussion in the

Cinematic business lately.

1.2 Statement of the Problem

Many Scholars of distinction have argued (see Ajibade 2013; Becker 2013), about the success of

Nigeria Cinematic Environment to have largely been attributed to the ability of audiences within

the African continent and amongst the African diaspora to relate to the stories being told.

Storytelling is a very important trait of African culture. However, since the introduction and

development of digital cinematic tool, the Virtual Reality, much attention has not been given to

probe the impact of virtual reality cinematic tool within the Nigeria Cinematic environment and

explore its implications for storytelling and audience engagement. Therefore, this is the research

gap that the study aims to close. In other words, despite extensive scholarly research (see

Ajibade 2013; Becker 2013), about the success of Nigeria cinema to have largely been attributed

to the ability of audiences within the African continent and amongst the African diaspora to

relate to the stories being told, there exists a notable gap in the exploration of how the emergence

of virtual reality as a digital cinematic and technological tool has impacts these cinematic

environment. The transformative potential of VR remains largely uncharted territory within the

realm of academic inquiry. This gap in research presents a significant limitation in understanding

the implications of VR technology on the creative processes, audience engagement, and artistic

expression within the contexts of cinema. Without a comprehensive analysis of how VR

intersects with and influences the Nigeria cinematic environment, In other words, there is a risk

of overlooking the unique opportunities and challenges that VR presents for creators,

practitioners, and audiences alike. Therefore, the fundamental problem addressed by this

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research is the insufficient scholarly attention devoted to exploring the convergence of virtual

reality within the Nigeria cinematic Environment. By filling this gap in the literature, the

research will seek to provide valuable insights into the transformative potential of VR

technology and its implications for the future of storytelling and entertainment.

1.3 Aim and Objectives of the Study

The main aim of this study will be to investigate the impact of virtual reality technology on

Cinematic Environment and explore its implications for storytelling and audience engagement.

The objectives of the study include:

1. To examine how virtual reality will influences the traditional modes of storytelling in film,

including narrative structure, visual aesthetics, and audience immersion.

2. To assess the creative opportunities and challenges presented by virtual reality technology for

filmmakers, and other practitioners in the cinematic environment.

3. To investigate the implications of virtual reality for audience experiences, including levels of

engagement, emotional immersion, and interaction with narrative content.

1.4 Research Questions

This research will raise the following questions:

1. How does virtual reality technology influence narrative structure, visual aesthetics, and

audience immersion in film productions compared to traditional modes of storytelling?

2. What creative opportunities does virtual reality technology present for filmmakers, and other

practitioners in the Cinematic Environment, and what are the key challenges they face in

integrating VR into their creative processes?

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3. How do audience experience virtual reality-enhanced narratives in film productions, including

their levels of engagement, emotional immersion, and interaction with narrative content?

1.5 Significance of the Study

The study will be important because of what it can do to better understand and develop

storytelling in the context of Nigeria's changing cinematic environment. The research will

provide important insights into how emerging technologies are changing traditional media by

analyzing the effects of virtual reality (VR) technology on Cinematic Environment. Practitioners

hoping to capitalize on VR's revolutionary potential must comprehend the artistic and

technological obstacles involved in incorporating it into storytelling processes.

Furthermore, the study's focus on audience perspectives provides critical feedback on the

effectiveness of VR-enhanced narratives, ultimately informing the future direction of immersive

storytelling experiences. By identifying opportunities for innovation and proposing

recommendations for leveraging VR technology, this research not only enriches academic

discourse but also offers practical guidance for filmmakers, and VR developers seeking to

explore new frontiers in storytelling and audience engagement.

1.6 Scope of Study

The study’s scope will include a thorough investigation of the effects of virtual reality (VR)

technology on the Nigerian Cinematic Environment. It compares and contrasts traditional and

6
VR-enhanced productions, looking at how VR affects audience experiences, story structures, and

visual aesthetics. The study focus on the technical aspects of incorporating virtual reality into the

creative processes of filmmaking, including issues like production workflows and equipment

needs. Audience perspectives are central to the research, with surveys, interviews, and

observations conducted to understand engagement levels and interactions with VR content. Case

studies and input from industry professionals to provide real-world examples and insights into

the practical implications of VR technology in storytelling. Furthermore, the study explores

opportunities for innovation and proposes recommendations for leveraging VR to enhance

storytelling capabilities and broaden audience accessibility in the entertainment industry.

1.7 Research Methodology

A mixed-methods (Qualitative and Quantitative) will be employ for the study in order to

thoroughly examine the effects of virtual reality (VR) on Cinematic Environment. Through the

use of qualitative techniques including case studies, and interviews, industry experts and

audience members will provide deep insights that will illuminate the difficulties, obstacles, and

experiences of the audience. In addition to qualitative insights, quantitative approaches like

surveys and content analysis will yield statistical data that will deepen our understanding of

audience perceptions and engagement metrics. The project will use a mixed-methods approach in

order to create a more nuanced understanding of how VR technology is changing the way stories

are told in theater and film.

7
WORK CITED

Ajibade, B 2013, ‘Nigerian Videos and Their Imagined Western Audience: The Limits of

Nollywood’s Transnationality’, in M Krings & O Okome (eds.), Global Nollywood: The

Transnational Dimensions of an African Video Film Industry, Indiana University Press,

Indiana, pp. 264–84.

Becker, H 2013, ‘Nollywood in Urban Southern Africa: Nigerian Videos Films and Their

Audiences in Cape Town and Windhoek’, in M Krings & O Okome (eds.), Global

Nollywood: The Transnational Dimensions of an African Video Film Industry, Indiana

University Press, Indiana, pp. 245–63.

Ebelebe, U. B. (2017).The Impact of Digital Technology on Emerging Film Industries (Lessons

from Nigeria) (Doctoral dissertation). Griffith University.

Gillespie, C. 2020, ‘Virtual Humanity- Access, Empathy and Objectivity in VR Film Making,

Global Society’ 34:2, 145 – 162, DOI:10.1080/13600826.2019.1656173

Jedlowski, A 2013, ‘From Nollywood to Nollyworld: Processes of Transnationalization in the

Nigerian Video Film Industry’, in M Krings & O Okome (eds.) Global Nollywood: The

Transnational Dimensions of an African Video Film Industry, Indiana University Press,

Indiana, p 25–45.

Krings, M, & Okome, O 2013, Nollywood and its Diaspora, in M. Krings & O Okome (eds),

Globally Nollywood: The Transnational Dimensions of an African Video Film Industry,

Indiana University Press, Indiana, pp.1-22.

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Okome Onookome. “Nollywood: Spectatorships Audience and the Sites of Consumption.”
Eleanya, Frank. “Nollywood Rides Digital Adoption to get World’s

Chapain, Caroline and


Attenti

Stachowiak Krzysztof.
“Innovation Dynamic in the
Film Industry.
The case of the Soho Cluster in
London.” Creative In

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