Abstract
The British Academy of Film and Television Arts (BAFTA) is an independent charity that supports, develops and promotes the art forms of the moving image by identifying and rewarding excellence, inspiring practitioners and benefiting the public.
Currently, BAFTA promotes and celebrates the very best creative work in film, television and games, but recently VR has become the hottest two letters in our industry, with daily announcements and proclamations. However, there remain considerable uncertainties around what impact VR will have on the creative world.
In early 2017, BAFTA set up a VR advisory group, made up of industry experts and thought leaders from across the UK and the US, to explore the challenges and opportunities offered by VR, and to consider the role of VR in the context of the entertainment industry. Across the next few months, the VR Advisory Group discussed and debated questions such as the role of VR in entertainment, delivering and recognising excellence in VR content, and the challenges and opportunities unique to VR.
This paper draws on the insights from the VR Advisory Group research and discussions across the past few months, as well as several interviews with executives from across the industry. We endeavour to provide some preliminary answers to some of our burning questions, and to offer some insight into the process of leveraging VR techniques and technology to produce new forms of storytelling experience.
Currently, BAFTA promotes and celebrates the very best creative work in film, television and games, but recently VR has become the hottest two letters in our industry, with daily announcements and proclamations. However, there remain considerable uncertainties around what impact VR will have on the creative world.
In early 2017, BAFTA set up a VR advisory group, made up of industry experts and thought leaders from across the UK and the US, to explore the challenges and opportunities offered by VR, and to consider the role of VR in the context of the entertainment industry. Across the next few months, the VR Advisory Group discussed and debated questions such as the role of VR in entertainment, delivering and recognising excellence in VR content, and the challenges and opportunities unique to VR.
This paper draws on the insights from the VR Advisory Group research and discussions across the past few months, as well as several interviews with executives from across the industry. We endeavour to provide some preliminary answers to some of our burning questions, and to offer some insight into the process of leveraging VR techniques and technology to produce new forms of storytelling experience.
Original language | English |
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Place of Publication | London |
Publisher | British Academy of Film and Television Arts (BAFTA) |
Commissioning body | British Academy of Film and Television Arts (BAFTA) |
Number of pages | 47 |
Publication status | Published - 30 Sept 2017 |