Journals / Selçuk İletişim / 2026 / Cilt: 19 Sayı: 2

Questioning the Relationship Between the Cinema Viewing Experience and Virtual Reality Technology

Sinemada Seyir Deneyiminin Sanal Gerçeklik Teknolojisiyle İlişkisini Sorgulamak

Berceste Gülçin Özdemir(İSTANBUL ÜNİVERSİTESİ, İLETİŞİM FAKÜLTESİ, RADYO, SİNEMA VE TELEVİZYON BÖLÜMÜ)0000-0002-3742-2739
Simge Şişman Bal(İSTANBUL ÜNİVERSİTESİ, EDEBİYAT FAKÜLTESİ)0000-0001-5551-2220
Derya Gül Ünlü(İSTANBUL ÜNİVERSİTESİ, İLETİŞİM FAKÜLTESİ)0000-0003-3936-7988
Özge Gürsoy Atar(BEYKENT ÜNİVERSİTESİ, GÜZEL SANATLAR FAKÜLTESİ)0000-0003-4376-269X
Pages
1088–1114
Publication Date
2026-10-15
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

In this regard, the prospect of change in the practice of the cinema-going experience paves the way for current debates within cinema theory.

📌 3 Key Takeaways

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Objective & Hypothesis:The central theme forming the theoretical framework of this study examines the viewing experience associated with the development of cinema in the context of new communication technologies that have emerged from the inception of cinema to the present day.
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Key Findings & Data:The aim of the research is to conduct a comparative analysis of the viewing experience of cinema audiences—specifically, the two-dimensional viewing experience on the cinema screen versus the viewing experience in three-dimensional film narratives that offer 360-degree imagery viewable through virtual reality headsets.
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Conclusion & Impact:In this regard, the prospect of change in the practice of the cinema-going experience paves the way for current debates within cinema theory.
🔬Design:Survey & Empirical Study
📍Scope:Comprehensive Sample
⚙️Variables:360° VR film · Seyir deneyimi · Sanal gerçeklik teknolojisi

Abstract

The central theme forming the theoretical framework of this study examines the viewing experience associated with the development of cinema in the context of new communication technologies that have emerged from the inception of cinema to the present day. The aim of the research is to conduct a comparative analysis of the viewing experience of cinema audiences—specifically, the two-dimensional viewing experience on the cinema screen versus the viewing experience in three-dimensional film narratives that offer 360-degree imagery viewable through virtual reality headsets. In line with this objective, the study consists of two phases. In the first phase, a cross-sectional design was employed to collect data, utilising a quantitative research method. In this phase, participants (N=214) were administered the Participant Information Form and the Cinema Habits Assessment Questionnaire online. In the second phase of the study, a qualitative research method was adopted, involving a focus group study (N=42). Focus group participants were shown the same short film in two different formats: a two-dimensional cinema screen and a three-dimensional film format presented via virtual reality goggles offering a 360° view. The findings from both phases of the study indicate that the cinema-going experience may undergo change and transformation, both in theory and in practice, as a result of new communication technologies. In this regard, the prospect of change in the practice of the cinema-going experience paves the way for current debates within cinema theory.

Özet

Bu çalışmanın kuramsal çerçevesini oluşturan ana eksen, sinemanın başlangıcından bugüne kadar ortaya çıkan yeni iletişim teknolojileri bağlamında sinemanın gelişimiyle ilişkili seyir deneyimini tartışmaya açmaktadır. Araştırmanın amacı, sinema izleyicisinin sinema perdesindeki iki boyutlu seyir deneyimi ile sanal gerçeklik gözlükleriyle izlenebilen 360 derece görüntü sunan üç boyutlu film anlatılarındaki seyir deneyimi pratiğini karşılaştırmalı incelemektir. Bu amaç doğrultusunda çalışma, iki aşamadan oluşmaktadır. İlk aşamada kesitsel desen ile veri toplanarak nicel bir araştırma yöntemi tercih edilmiş katılımcılara (N=214) çevirim içi olarak Katılımcı Bilgi Formu ile Sinema Alışkanlıklarını Değerlendirme Anketi uygulanmıştır. Çalışmanın ikinci aşamasında ise, odak grup çalışması (N=42) yürütülerek nitel bir araştırma yöntemi tercih edilmiştir. Odak grup katılımcılarına aynı kısa metraj film, iki boyutlu sinema perdesi ve sanal gerçeklik gözlükleri ile 360° görüntünün sunduğu üç boyutlu film formatı olmak üzere iki farklı boyutta izletilmiş ve ardından çalışmanın amacına yönelik oluşturulan yapılandırılmış araştırma soruları derinlemesine görüşme yöntemlerine uygun olarak sorgulanmıştır. Çalışmanın her iki aşamasından elde edilen bulgular, sinemada seyir deneyiminin yeni iletişim teknolojileriyle teoride ve pratikte değişimin ve dönüşümün gerçekleşebileceğini göstermektedir. Bu doğrultuda, mevcut çalışma sinema sahasında seyir deneyim pratiğine ilişkin değişim öngörüsü ile sinema teorilerinde güncel tartışmaların da yapılmasının önünü açmaktadır.

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Cite This Article

Özdemir, B. G., Bal, S. Ş., Ünlü, D. G., Atar, Ö. G. (2026). Questioning the Relationship Between the Cinema Viewing Experience and Virtual Reality Technology. Selçuk İletişim, Cilt: 19 Sayı: 2, 1088–1114. https://doi.org/10.18094/josc.1936041

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