“…Story-telling can be enhanced by including the audience in decisions and thereby eliminating the psychological distance between viewer and screen (Blake 2017). Netflix's "Bandersnatch" is significant as it shows the altered technological environment that makes traditional cinemas lose their competitive advantage (Roth and Koenitz 2019).…”
Section: Implications For the Value Chainmentioning
Technological change and development have been ongoing in the motion picture industry since its beginnings some 125 years ago. What further advancements of digitalization can be expected over the next decade and what are its implications for the industry’s value chain? To answer this question, we conducted an international two-stage Delphi study. The results suggested a more frequent use of smartphones as cameras, the emergence of full digital film sets and digital star avatars, as well as advancements in VR-based and interactive movies. The findings imply challenges for traditional players in the motion picture value chain. Production technology becomes both simpler and more complex, leading to the threat of new entrants.
“…Story-telling can be enhanced by including the audience in decisions and thereby eliminating the psychological distance between viewer and screen (Blake 2017). Netflix's "Bandersnatch" is significant as it shows the altered technological environment that makes traditional cinemas lose their competitive advantage (Roth and Koenitz 2019).…”
Section: Implications For the Value Chainmentioning
Technological change and development have been ongoing in the motion picture industry since its beginnings some 125 years ago. What further advancements of digitalization can be expected over the next decade and what are its implications for the industry’s value chain? To answer this question, we conducted an international two-stage Delphi study. The results suggested a more frequent use of smartphones as cameras, the emergence of full digital film sets and digital star avatars, as well as advancements in VR-based and interactive movies. The findings imply challenges for traditional players in the motion picture value chain. Production technology becomes both simpler and more complex, leading to the threat of new entrants.
“…Bandersnatch scholarship is understandably not limited to games journals. It is used: for an exploration of agency, choice and trauma from philosophical and psychological perspectives (Lay & Johnson, 2019;McSweeney & Joy, 2019); in empirical research on the potential for various interfaces (Nascimento et al, 2019;Roth & Koenitz, 2019); as a mediation over the potential of data extraction and invasive product placement (Elnahla, 2019); a threat for hacking and data theft of the choices made by the viewers (Mitra, Vairam, Slpsk, Chandrachoodan, & Kamakoti, 2019) or within Netflix's overall goals and business models (Raustiala & Sprigman, 2019).…”
Section: Ontologically: Resisting the Game Boundarymentioning
The article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as “GS” by those writing in or adjacent to the field; (2) that those attributes are historically rooted in an attempt to disassociate videogames from other types of electronic (and later—digital) media; and that (3) the preconditions that have led to this split are currently moot. In the first section of this article, I elaborate on these presuppositions through reading GS as a historically rooted field, centred around the videogame artefact. Following, by examining the notion of being ‘against’ something in academic work, I move to my central claim for the article: that maintaining this conception of GS is counterproductive to the state of contemporary videogames scholarship and that adopting a post-dualistic and post-humanities stance will greatly contribute to the broadening of the field. I break down this claim into three separate threads. Ontologically, I show that videogames are much closer to non-videogames than they used to be. Methodologically, I point out how re-integrating methodologies from outside the field is crucial to address the complex phenomena evolved in and around gaming. Politically, I highlight the importance of games in contemporary digital culture and show how boundary-work and gatekeeping might harm the attempt to make game scholarship engage with larger political issues. The article concludes with suggestions for a more inclusive and intermingled vision for the field, focusing on the notion of play rather than games.
“…Finally, interactive narration techniques are increasingly gaining traction in the context of over-the-top (OTT) video streaming (e.g., [36,62]) and audio dramas (e.g., [14]). A prominent example is the interactive Bandersnatch episode of Netfix's Black Mirror series, in which the viewer (through interaction) can impact the direction of the narrative to yield a personalized viewing experience [47].…”
This paper demystifes listeners' wishes with respect to broadcast radio innovation (with a specifc focus on radio-mediated music consumption). Our study encompasses an ideation workshop with radio experts, an exploratory survey and a mixed methods empirical evaluation. The empirical evaluation uses two concrete concepts (i.e., letting listeners on-the-fy replace radio content with preferred content and fostering participatory radio production by involving listeners as radio content curators) as a lens to zoom in on the questionable desirability of radio innovation. It is learned that a signifcant consumer group exists who will stay loyal to broadcast radio even if it does not evolve substantially, whereas others need disruptive incentives to start listening to radio (again). From our results we distill design recommendations to educate the radio production community about how best to approach radio innovation.
CCS CONCEPTS• Information systems → Multimedia streaming; • Humancentered computing → Laboratory experiments; User studies.
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