Panel: The spectrum of storytelling and beyond
summary
A range of built projects shows what works and what still fails: a three‑day transmedia thriller that sends texts, calls, Facebook posts and green‑screen videos to 10,000 participants and funnels into cinema bookings; a 360 video on Gear VR that records user sessions but exposes non‑responsive POV limits and motion‑sickness issues; a neuron‑like Vivid installation with recorded Alzheimer memories; a WebGL video cube and a physical cube prototype; a Subaru made playable with a wah pedal. Common gaps are two‑way actor responses, haptics and scalable AI/ML.
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chapters (8)
- 0:00Introduction to panel
- 1:46Interactive storytelling potential
- 10:48Kill Me Three Times transmedia
- 22:33When interactivity works best
- 33:08Future of immersive tech
- 40:30Dream interactive storytelling
- 47:50Client buy-in challenges
- 50:17Q&A session
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