The aim of this study is to describe and measure obstacles of narrative immersion in a film. Inspired by a literature review within both game research and film studies, we propose a circular model to describe the dynamic process of different levels of involvement viewers can be in while watching a film. The evaluation is based on a 3D animation short film we have developed to achieve total immersion among viewers. The methodological design involved an attempt to decrease viewers’ involvement in the animation film by using distractions during the viewing. The study follows a mixed method strategy combining observation, a questionnaire and a structured interview. The results revealed that viewers react very differently to the distractions. For some viewers, the animation film was not the perceptual focus, where others were totally immersed. The number of distractions was not dependent on whether the film was watched individually or in groups, and for all participants, the distractions occurred in certain rhythms.
Bjørner, T., Magnusson, A., & Nielsen, R. P. (2016). How to Describe and Measure Obstacles of Narrative Immersion in a Film? The Wheel of Immersion as a Framework. Nordicom Review, 37(1), 101-117. https://doi.org/10.1515/nor-2016-0004