Abstract
<p>The possibility of recording in 360° has aroused the interest of entrepreneurs and researchers in the potential narrative powers of virtual reality in different fields. However, there are still some questions that have not been sufficiently confirmed, such as the higher level of narrative involvement of the viewer in this new form of storytelling. In order to make up for this lack, this research presents the design of an experimental analysis in different phases. It is a quantitative-qualitative pilot project based on the MNEQ scale<sup>[1]</sup> that allows us to evaluate and compare the viewing experience of a narrative story through virtual reality presentation and different types of two-dimensional screens to a minimum of 100 people divided into experimental groups. Under the assumption that each treatment or each technology (independent variable) has different impacts on the viewer’s narrative involvement (dependent variable), the aim is to analyze empathy (EP), sympathy (S), cognitive perspective taking (CP), loss of time (LT), loss of self-awareness (LS), narrative presence (NP), narrative involvement (NI), distraction (D), ease of cognitive access (EC) and narrative realism (NR). Four different types of analysis (statistical, variance, observational, open-ended) are included. We offer a new model of self-developed analysis for complete Spanish-language cinematic virtual reality works. The experimental design seeks to establish a comprehensive research model in order to discuss whether virtual reality offers, as it is believed, greater engagement.</p>
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