Navigating the immersive audience journey
UKRI's Audience of the Future programme has launched the Immersive Audience Journey Report, providing insights on immersive experiences across arts, culture, heritage and entertainment, and offering a framework tool for creators and commissioners of immersive experiences.
The report looks to make sense of who the emerging audiences consuming this form of entertainment are, how they experience these new technologies, and what it is to be entertained in this new format. While the research itself was conducted before the pandemic, the insights and framework are presented at this crucial time of uncertainty, to support new thinking and creative development.
Professor Andrew Chitty, UKRI Challenge Director for the Audience of the Future and Creative Industries Clusters Challenge comments:
"By sharing the insights from this report, we aim to raise awareness of best practices within the immersive community to help creators and production studios as they pivot their models. Immersive technology continues to shift audience behaviour from 'viewing' content to 'experiencing' and 'recommending' it, ranging from exciting esports experiences live-streamed in virtual reality (VR) to educational augmented reality (AR) applications designed for the whole family to enjoy. The higher levels of technology acceptance and utilisation prompted by lockdown may also shine a light on immersive experiences that provide truly memorable moments with longer-term impact."
Andrew continues, "We’ve witnessed these developments in recent months across the Audience of the Future demonstrator projects, including the Dinosaurs and Robots mixed reality project. Produced by Factory 42 with the Almeida Theatre and supported by the Science Museum Group and Natural History Museum, as well as Sky, this project was originally destined to be a location-based adventure game experience. And now, near the end of this summer, Dinosaurs and Robots will initially launch as an augmented reality experience for families at home, encouraging them to explore, build and play games that combine STEM skills and creativity using mobile technology. Equally the Wallace & Gromit: The Big Fix Up epic adventure due later this year, will combine augmented and mixed reality, as users are invited to experience and interact with the story as it unfolds over time."
The Immersive Audience Journey Report explores how different audiences in different market segments behave around immersive content. It’s recognised that 'immersive' offers a broad umbrella term, and this report considers a wide scope from virtual and augmented reality, to projection technologies in location based physical places, to sound experiences. The report looks to identify common things, rather than specific things to the technology.
Focused on the arc of engagement before, during and after the immersive experience, the report helps to identify specific underdeveloped areas of consideration including;
- acknowledging the importance of how audiences perceive immersive productions before they experience them, and then how they come out of them.
- the concept of building community and anticipation as part of the 'pre-engagement' activities.
- activities that aim to build retention, recommendation and loyalty
- the crucial role of user testing
Aki Jarvinen, Senior Experience Researcher, Ph.D, Digital Catapult, the report’s author, encourages creators to think about the immersive experiences beyond the story, "Framing immersive experiences under the banner of 'storytelling' in the age of ‘peak TV’ and omnipresent story content is not necessarily a working strategy. Emphasising the experiences aspect seems to differentiate immersive. Immersive producers need to think how to blend production activities into marketing, and adopt holistic thinking around audience engagement. Community building and pre event launch activities can significantly increase awareness and facilitating post event activities contribute to loyalty".
Dr Jeremy Silver, Chief Executive Officer, Digital Catapult comments:
"Understanding how audiences interact and navigate inside immersive worlds remains one of the fundamental challenges to development of new XR formats. This report helps developers and creators think about what is going on in different kinds of virtual environments, how to intrigue audiences, attract, retain and importantly, how to grow them."
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