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Cinematic Storytelling With Virtual Reality for Cultural Heritage Marketing and Accessibility

Chapter
Publication Date:
2022
abstract:
This chapter addresses the potential of Virtual Reality (VR) as a storytelling medium for the experiential marketing and the accessibility of cultural heritage sites through a case study of a cinematic VR storytelling aimed to enhance the visitor experience at the Archeological Park of Cuma (Italy). The immersive storytelling was used both as a persuasive tool in the pre-visit stage and as a core element of the onsite visit experience for improved accessibility. The VR storytelling was created through a user-centred design process involving users and in collaboration with heritage curators. The case study illustrates how the cinematic immersive narrative is used to engage viewers, developing a connection between two VR experiences that experiment different narratives in relation to their functions in the visit experience. Theoretical, methodological and managerial implications are discussed for the design of visitor-centric experiences and the development of experiential marketing strategies.
Iris type:
02.01 Contributo in volume (Capitolo o Saggio)
Keywords:
Virtual Reality Storytelling; Cinematic Virtual Reality; Cultural Heritage Accessibility; User-centred Design; Visit Experience; Narrative Engagement; Experiential Marketing
List of contributors:
Marasco, Alessandra
Authors of the University:
MARASCO ALESSANDRA
Handle:
https://iris.cnr.it/handle/20.500.14243/412613
Book title:
GLOBAL PERSPECTIVES ON STRATEGIC STORYTELLING IN DESTINATION MARKETING
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