Issue |
SHS Web Conf.
Volume 199, 2024
2024 International Conference on Language Research and Communication (ICLRC 2024)
|
|
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Article Number | 03013 | |
Number of page(s) | 10 | |
Section | Branding and Marketing | |
DOI | https://doi.org/10.1051/shsconf/202419903013 | |
Published online | 23 October 2024 |
User Attitudes and Preferences Towards Real-Time Interactive Gamified Movie Experiences
Letter and Science, University of California, Davis, CA, 95618, United States
* Corresponding author: dqqliu@ucdavis.edu
This study explores user attitudes and preferences towards real-time interactive gamified movie experiences, combining elements of traditional cinema with interactive gaming and advanced technologies like augmented reality (AR) and virtual reality (VR). The integration of these technologies aims to enhance audience engagement, emotional connection, and overall satisfaction. The research employs a mixed-methods approach, using both qualitative and quantitative data collected through surveys, interviews, and focus groups to analyze user preferences, engagement levels, and the impact of personalized interactive elements. Findings reveal a strong preference for interactive and gamified features, with users desiring more control over storylines and appreciating personalized content tailored to their preferences. Additionally, immersive technologies and real-time feedback significantly enhance user engagement and emotional responses. However, challenges such as technological limitations, accessibility issues, and ethical concerns regarding data privacy were also identified. The study concludes that while interactive and gamified movie experiences hold great potential for transforming the entertainment industry, addressing these challenges is crucial for their successful adoption and widespread appeal. Future research should focus on exploring new technologies, ensuring inclusivity, and developing ethical guidelines for data use.
© The Authors, published by EDP Sciences, 2024
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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