2,160
Views
40
CrossRef citations to date
0
Altmetric
Original Articles

Actually in the Cinema: A Field Study Comparing Real 3D and 2D Movie Patrons' Attention, Emotion, and Film Satisfaction

&
Pages 441-460 | Received 02 Apr 2013, Accepted 21 Aug 2013, Published online: 21 Nov 2013

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (3)

Priska Breves & Holger Schramm. (2019) Good for the feelings, bad for the memory: the impact of 3D versus 2D movies on persuasion knowledge and brand placement effectiveness. International Journal of Advertising 38:8, pages 1264-1285.
Read now
Ralf Terlutter, Sandra Diehl, Isabell Koinig & Martin K. J. Waiguny. (2016) Positive or Negative Effects of Technology Enhancement for Brand Placements? Memory of Brand Placements in 2D, 3D, and 4D Movies. Media Psychology 19:4, pages 505-533.
Read now
James J. Cummings & Jeremy N. Bailenson. (2016) How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology 19:2, pages 272-309.
Read now

Articles from other publishers (37)

Lauren Christophers, Chi Tak Lee & Brendan Rooney. (2023) Exploring Subjective Realism: Do evaluative realism and felt realism respond differently to different cues?. International Journal of Human-Computer Studies 175, pages 103027.
Crossref
Yong Liu. (2023) 3D cinematic ontologies and narrative engagement. New Techno Humanities.
Crossref
Hamidreza Sakhaei, Nimish Biloria & Mehdi Azizmohammad Looha. (2022) Spatial stimuli in films: Uncovering the relationship between cognitive emotion and perceived environmental quality. Frontiers in Psychology 13.
Crossref
Philip D. Austin, Philip J. Siddall & Melanie R. Lovell. (2022) Feasibility and acceptability of virtual reality for cancer pain in people receiving palliative care: a randomised cross-over study. Supportive Care in Cancer 30:5, pages 3995-4005.
Crossref
Yvonne Tran, Philip Austin, Charles Lo, Ashley Craig, James W. Middleton, Paul J. Wrigley & Philip Siddall. (2022) An Exploratory EEG Analysis on the Effects of Virtual Reality in People with Neuropathic Pain Following Spinal Cord Injury. Sensors 22:7, pages 2629.
Crossref
Minchang Yu, Shasha Xiao, Minlei Hua, Hui Wang, Xi Chen, Feng Tian & Yingjie Li. (2022) EEG-based emotion recognition in an immersive virtual reality environment: From local activity to brain network features. Biomedical Signal Processing and Control 72, pages 103349.
Crossref
Philip D Austin. (2022) The Analgesic Effects of Virtual Reality for People with Chronic Pain: A Scoping Review. Pain Medicine 23:1, pages 105-121.
Crossref
Mirko Perano, Gian Luca Casali, Yulin Liu & Tindara Abbate. (2021) Professional reviews as service: A mix method approach to assess the value of recommender systems in the entertainment industry. Technological Forecasting and Social Change 169, pages 120800.
Crossref
Anne Schulz, Amelie Eder, Victor Tiberius, Samantha Casas Solorio, Manuela Fabro & Nataliia Brehmer. (2021) The Digitalization of Motion Picture Production and Its Value Chain Implications. Journalism and Media 2:3, pages 397-416.
Crossref
Philip D. Austin, Ashley Craig, James W. Middleton, Yvonne Tran, Daniel S. J. Costa, Paul J. Wrigley & Philip J. Siddall. (2020) The short-term effects of head-mounted virtual-reality on neuropathic pain intensity in people with spinal cord injury pain: a randomised cross-over pilot study. Spinal Cord 59:7, pages 738-746.
Crossref
Minchang Yu, Yingjie Li & Feng Tian. (2021) Responses of functional brain networks while watching 2D and 3D videos: An EEG study. Biomedical Signal Processing and Control 68, pages 102613.
Crossref
Minaxi Goel, Priyanka Srivastava, Mayank Agrawal, Rishabh Singhal, Runa Chand & Arayil Ramesh Baijesh. (2021) Head-Movement Analysis of 360° Affective Experience. Head-Movement Analysis of 360° Affective Experience.
Benjamin Schöne, Rebecca Sophia Sylvester, Elise Leila Radtke & Thomas Gruber. (2020) Sustained inattentional blindness in virtual reality and under conventional laboratory conditions. Virtual Reality 25:1, pages 209-216.
Crossref
Kata Szita & Brendan Rooney. (2021) The Effects of Smartphone Spectatorship on Attention, Arousal, Engagement, and Comprehension. i-Perception 12:1, pages 204166952199314.
Crossref
Jan L. Plass, Bruce D. Homer, Andrew MacNamara, Teresa Ober, Maya C. Rose, Shashank Pawar, Chris M. Hovey & Alvaro Olsen. (2020) Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters. Learning and Instruction 70, pages 101194.
Crossref
Yashu Wang & Yiwen Wang. (2020) A Neurocinematic Study of the Suspense Effects in Hitchcock's Psycho. Frontiers in Communication 5.
Crossref
Lei Sun, Xin Zhai & Huiqin Yang. (2020) Event marketing, movie consumers' willingness and box office revenue. Asia Pacific Journal of Marketing and Logistics 33:2, pages 622-646.
Crossref
Maryam Banaei, Ali Ahmadi, Klaus Gramann & Javad Hatami. (2020) Emotional evaluation of architectural interior forms based on personality differences using virtual reality. Frontiers of Architectural Research 9:1, pages 138-147.
Crossref
Iris H. TuanIris H. Tuan. 2020. Pop with Gods, Shakespeare, and AI. Pop with Gods, Shakespeare, and AI 41 63 .
Hyunsook Shin, Dahae Rim, Hyojin Kim, Sojeong Park & Soonyoung Shon. (2019) Educational Characteristics of Virtual Simulation in Nursing: An Integrative Review. Clinical Simulation in Nursing 37, pages 18-28.
Crossref
Alexander Schnack, Malcolm J. Wright & Judith L. Holdershaw. (2019) Immersive virtual reality technology in a three-dimensional virtual simulated store: Investigating telepresence and usability. Food Research International 117, pages 40-49.
Crossref
Spencer R Barnes. (2017) Studies in the efficacy of motion graphics: the relation between expository motion graphics and the presence of naïve realism. Visual Communication 18:1, pages 135-158.
Crossref
Thorsten Hennig-Thurau & Mark B. HoustonThorsten Hennig-Thurau & Mark B. Houston. 2019. Entertainment Science. Entertainment Science 313 367 .
Dongkeun Kim, Yongjoo Cho & Kyoung Shin Park. (2018) Comparative analysis of affective and physiological responses to emotional movies. Human-centric Computing and Information Sciences 8:1.
Crossref
Ni Ding, Wen Zhou & Anthony Y.H. Fung. (2018) Emotional effect of cinematic VR compared with traditional 2D film. Telematics and Informatics 35:6, pages 1572-1579.
Crossref
Johanna Roettl & Ralf Terlutter. (2018) The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?. PLOS ONE 13:7, pages e0200724.
Crossref
Jaromír Basler & Michal Mrázek. 2018. Počítačové hry a jejich místo v životě člověka. Počítačové hry a jejich místo v životě člověka.
Dominique Makowski, Marco Sperduti, Serge Nicolas & Pascale Piolino. (2017) “Being there” and remembering it: Presence improves memory encoding. Consciousness and Cognition 53, pages 194-202.
Crossref
Carolyn Michelle, Charles H Davis, Craig Hight & Ann L Hardy. (2015) The Hobbit hyperreality paradox . Convergence: The International Journal of Research into New Media Technologies 23:3, pages 229-250.
Crossref
Ted Nannicelli. (2017) Instances of Cinema. Projections 11:1, pages 1-15.
Crossref
Carolyn Michelle, Charles H. Davis, Ann L. Hardy & Craig HightCarolyn Michelle, Charles H. Davis, Ann L. Hardy & Craig Hight. 2017. Fans, Blockbusterisation, and the Transformation of Cinematic Desire. Fans, Blockbusterisation, and the Transformation of Cinematic Desire 159 184 .
A.M. Baranowski, K. Keller, J. Neumann & H. Hecht. (2016) Genre-dependent effects of 3D film on presence, motion sickness, and protagonist perception. Displays 44, pages 53-59.
Crossref
Spencer R Barnes. (2016) Studies in the Efficacy of Motion Graphics: The Effects of Complex Animation on the Exposition Offered by Motion Graphics. Animation 11:2, pages 146-168.
Crossref
N. Voskresenskaya. (2016) The impact of viewer’s emotional tension on the choice of films. Social Psychology and Society Социальная психология и общество 7:3, pages 121-134.
Crossref
C. AARON PRICE, HEE‐SUN LEE, MARK SUBBARAO, EVAN KASAL & JULIETA AGUILERA. (2015) Comparing Short‐ and Long‐Term Learning Effects Between Stereoscopic and Two‐Dimensional Film at a Planetarium. Science Education 99:6, pages 1118-1142.
Crossref
Qihao Ji & Young Sun Lee. (2014) Genre Matters: A Comparative Study on the Entertainment Effects of 3D in Cinematic Contexts. 3D Research 5:3.
Crossref
Guillaume Berna, Laurent Ott & Jean-Louis Nandrino. (2014) Effects of Emotion Regulation Difficulties on the Tonic and Phasic Cardiac Autonomic Response. PLoS ONE 9:7, pages e102971.
Crossref

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.