Immersion In Saving Private Ryan

Great Essays
Have you ever been watching a movie, or playing a game, that had you so immersed, you needed to remind yourself this was a fantasy? Storming the beaches of Normandy, traversing the galaxy on an Imperial Star Destroyed, or slinging through downtown Manhattan next to Spider-Man, all different mediums of film, television and video games have the power to integrate their audiences into their world, and create an exciting and enjoyable experience. When fanfiction develops, techniques are employed correctly, and the audience gets a unique experience, movie makers have the power to achieve full immersion. For film, when all the techniques and styles are applied correctly, audiences will literally feel like they are standing shoulder to shoulder with …show more content…
A film needs to captivate its audience. Looking at Steven Spielberg’s Saving Private Ryan, an essay by Eva Kingsepp at Stockholm University said “The Omaha Beach scene…is famous for its hyper realistic depiction of death on the battle field.” Getting the angles of the camera to show a first person view of death, the sounds of dying comrades ringing in the background, and effects on set to replicate real battlefield casualties, all pieces that provide for audience immersion. One of the many things, composition helps establish similar immersions. Saving Private Ryan was even compared to Schindler’s list, and is now treated as something greater than a simple movie due to the effects left on the audience. (Immersion …show more content…
In terms of the environment, the immersion is achieved when: multiple channels of sensory information are provided to the player, completeness of sensory information, a cognitively demanding environment, and a strong interesting narrative come together to invite players to become lost in fantasy worlds. If a game doesn’t have the visual cues, or the behavior within the world is inconsistent and broken, players become disinterested, and immersion is ultimately lost. Immersion is generally achieved when the role-playing aspect is open to the player to create something or someone they could never be in real

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