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    인터랙티브 영화에 적용된 몰입(Flow)이론 연구: 영화<블랙미러: 밴더스내치>를 중심으로 = A Study of Flow Theory in Interactive Movies: A Focus on Black Mirror: Bandersnatch

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    https://www.riss.kr/link?id=A108846754

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    Interactive films provide a dramatic and user-crafted storytelling experience by utilizing the interactivity of games, presenting a form of gamification. This research delves into Black Mirror: Bandersnatch, analyzing it as a case study based on three structural elements of immersion: balance between difficulty and skill, clear objectives, and immediate feedback. When exploring the balance between difficulty and skill, a maze-pattern narrative utilizing a game-like “return” mechanism is introduced. Considering short-term clear objectives, the interactive film employs various choices, setting diverse short-term themes to facilitate user engagement. In terms of immediate feedback, although decision-making in the film ostensibly grants authority to the audience, most situations compel the audience to choose according to outcomes predetermined by creators.
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    Interactive films provide a dramatic and user-crafted storytelling experience by utilizing the interactivity of games, presenting a form of gamification. This research delves into Black Mirror: Bandersnatch, analyzing it as a case study based on three...

    Interactive films provide a dramatic and user-crafted storytelling experience by utilizing the interactivity of games, presenting a form of gamification. This research delves into Black Mirror: Bandersnatch, analyzing it as a case study based on three structural elements of immersion: balance between difficulty and skill, clear objectives, and immediate feedback. When exploring the balance between difficulty and skill, a maze-pattern narrative utilizing a game-like “return” mechanism is introduced. Considering short-term clear objectives, the interactive film employs various choices, setting diverse short-term themes to facilitate user engagement. In terms of immediate feedback, although decision-making in the film ostensibly grants authority to the audience, most situations compel the audience to choose according to outcomes predetermined by creators.

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