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The ability to record in 360° has sparked interest among entrepreneurs and researchers regarding the potential narrative powers of virtual reality in different fields. However, there are still some issues that have not been sufficiently addressed such as the higher level of narrative involvement of viewers in this new form of narration. To fill this gap, this study presents the design of an experimental analysis performed in different phases. It is a quantitative– qualitative pilot project based on the mneq scale (Busselle & Bilandzic, 2009) that is used to evaluate and compare the experience of viewing a narrative story through virtual reality and different types of two-dimensional screens for a minimum of 100 people divided into experimental groups. Under the assumption that each treatment or technology (independent variable) has different impacts on the viewer’s narrative involvement (dependent variable), the objective is to analyze empathy, sympathy, cognitive perspective, loss of time, loss of self-awareness, narrative presence, narrative involvement, distraction, ease of cognitive access, and narrative realism. To do so, four different types of analysis are included (statistical, variance, observation, open-ended questions). We offer a self-developed novel analysis model for full cinematographic virtual reality works in Spanish. The experimental design seeks to establish a comprehensive research model to debate whether virtual reality offers more engagement, as is believed. 

Diego Bonilla, California State University, Sacramento

Profesor Titular, Doctor en Medios de Comunicación en Masa (especialización en Medios Digitales), Master en Administración de Empresas (Medios de Comunicación).

Helena Galán Fajardo, Universidad Carlos III de Madrid

Departamento de Periodismo y Comunicación Audiovisual. Profesora Titular y Doctora en Comunicación Audiovisual, Master en Escritura para cine y televisión.

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