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The star in VR

Bibliographic Data

ID5675293
AuthorsSarah Thomas (0000-0002-5648-7271, University of Liverpool, corresponding author)
Year2019
Volume10
Issue4
Pages453-468
Publication date2019-10-02
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueCelebrity Studies (JOURNAL)
Journal identifiersISSN: 1939-2397 • E-ISSN: 1939-2400
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/19392397.2019.1672996
OpenAlexW2977841519
LanguageEN
Citations received2
References cited14

Since the mid-2010s there has been sustained investment in Virtual Reality (VR) media and technology, aiming to target a mass consumer market; however the industry is far from stable and challenges of adoption for the mass consumer entertainment market remain. This article examines how film stardom is being employed as a means of facilitating VR, aiding negotiation and engagement with new technologies, texts, audiences and markets. It considers the potential cultural, textual and economic significance of the film star to this emergent media technology by identifying three independent-but-interrelated ways that stardom operates in VR. Firstly, as a discursive site where film stardom connotes quality and economic viability in the promotion of the VR platform. Secondly, as a textual structure that embodies the immersive nature of the VR text, reflecting VR’s own dichotomies of perception and presence. Thirdly, as a transmedia system, connecting global markets and enabling capital investment in both film and VR forms. Throughout all arenas, film star significance is located in continuing perceptions of their ability to act as bridging forces, and as images of quality and depth. This further reflects the parallels between stardom and VR, whereby both rely on the promise of immersive, expansive, connected experiences

Advertising · Art · Avatar · Business · Entertainment · Entertainment industry · Epistemology · Film industry · Human–computer interaction · Movie theater · Negotiation · Parallels · Perception · Social science · Sociology · Virtual reality · Visual arts · Cinema and Media Studies · Computer Science · Digital Games and Media · Engineering · Media, Gender, and Advertising · Psychology

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    Open Access•Bimbisar Irom•Media Culture & Society•2022

  • Star-Spangled Ghibli

    Open Access•Rayna Denison•Animation•2008

  • Kim Kardashian is my new BFF

    Shira Chess, Jessica Maddox•Popular Communication•2018

  • Stars and Stories

    Open Access•Gerben Bakker•Enterprise & Society•2001

  • Articulating Stardom

    Barry King•Screen•1985

  • Articulating digital stardom1

    Barry King•Celebrity Studies•2011

  • Self-branding, 'micro-celebrity' and the rise of Social Media Influencers

    Susie Khami, Lin Ang et al.•Celebrity Studies•2017

  • Missing in Action

    Sita Popat•Theatre Journal•2016

Unique citing works2
Citations per year0,4
Citation span2021 - 2022 (2)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 2

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