Case Study 1
2018/19 case study
'Bandersnatch' and the idea of interactivity
Read (skim-read) this article and write some key points for how Netflix is making content more interactive.
Interactivity, challenging notions of audience (the audience dictate narrative progression)
Blurring of reality and hyperreality (science fiction/horror) – video games, television, novels converge
Blurring of history – past (1984), present and future converge
There is a meta commentary that explores notions of free will
Netflix as institution almost trialing if we are ready yet for interactive film and television as the future (modernity)
Charlie Brooker – from a media ecology perspective, very concerned with the impact of technology on audiences and society?
“The Black Mirror stories are not warnings, technological progress is inevitable”
https://www.youtube.com/watch?v=29ws5byaevo
read the following areas of media ecology we need to study (few points) and then watch the ‘Bandersnatch (2018/19) endings explained’ video link above
Netflix had developed software to enable streaming on multiple global platforms simultaneously
Interactivity could actually lead to more immersion and more ‘narrative responsibility’ (binge watching is already changing the way we use audio-visual entertainment)
Personal and public spheres – Bandersnatch is semi autobiographical linking to Brooker’s early background (claimed his degree dissertation was written on video games which was not seen as an acceptable topic
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