Realidade virtual, literatura e educação: narrativas imersivas para crianças e jovens

In this article, we discuss the potential of Virtual Reality (VR) technologies for the creation and adaptation of stories aimed at children and young adult, focusing on the specificities of their usage protocols. We begin by introducing narratives in VR and their connection to the field of children and young adult literature. Subsequently, 360º videos targeted at children and young people are presented, along with the reading and engagement protocols that arise from their peculiarities. Starting from the field of Cinematic Virtual Reality (CVR), we discuss about the main challenges posed by this medium for the enjoyment of immersive works, based on the analysis of the work Invasion!, produced by the Baobab studio. Thus, we conclude that both the production and reception of narratives in Virtual Reality presuppose the management of the viewer’s vision and attentional focus, considering the reading protocols already learned and naturalized through other media.

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Publication Details

Journal
LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas)
Published
2024-09-02
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

Realidade virtual, literatura e educação: narrativas imersivas para crianças e jovens

Roberta Gerling Moro, Edgar Roberto Kirchof
LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas)
Digital Games and Media
article

Realidade virtual, literatura e educação: narrativas imersivas para crianças e jovens

Roberta Gerling Moro, Edgar Roberto Kirchof
article en

Abstract

In this article, we discuss the potential of Virtual Reality (VR) technologies for the creation and adaptation of stories aimed at children and young adult, focusing on the specificities of their usage protocols. We begin by introducing narratives in VR and their connection to the field of children and young adult literature. Subsequently, 360º videos targeted at children and young people are presented, along with the reading and engagement protocols that arise from their peculiarities. Starting from the field of Cinematic Virtual Reality (CVR), we discuss about the main challenges posed by this medium for the enjoyment of immersive works, based on the analysis of the work Invasion!, produced by the Baobab studio. Thus, we conclude that both the production and reception of narratives in Virtual Reality presuppose the management of the viewer’s vision and attentional focus, considering the reading protocols already learned and naturalized through other media.

LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas)
Universidade Luterana do Brasil (BR)
Quality Education
Openalex Percentile: Top 24%
Digital Games and Media
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