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Virtual Reality, Literature and Education: Immersive Narratives for Children and Young Adults

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.

KEYWORDS:
Literature for Children and Young Adults; Cinematic Virtual Reality; Diegetic Cues; Digital Narrative; Immersive Environments

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