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03Research

Writing & Theory

Peer-reviewed articles, conference papers, and the Master’s thesis on interactive cinema — from Kharkiv State Academy of Culture and international journals.

Profiles: ResearchGate · ORCID

·8 min read

The KVANT 1993 Archive: experiment plan and interim results

The KVANT 1993 Archive is a research prototype on the border of film and play: an abandoned late-Soviet research lab from an imagined 1993, explored in first person. The prototype was built as a measuring instrument for a doctoral study in audiovisual art: directorial parameters of interactive storytelling — image density, fog, the pause of participation, montage, sound — become controllable variables. Three research directions (technological ascesis, hybrid agency, montage) are tested through contrast builds and synthetic observers. As of September 2026 the project has a measurement methodology (MV-1…MV-4), theoretical theses T1–T7, and an art-studies layer. The artifact stage is paused: the focus is now data analysis and an academic publication; human playtests are honestly deferred, so all 10 hypotheses remain 🟡.

Practice-basedInteractivePrototypeExperiment
·14 min read

Audiovisual Strategies in Interactive FMV Projects for the 3DO Interactive Multiplayer Platform

The article examines audiovisual strategies in interactive Full-Motion Video (FMV) projects developed for the 3DO Interactive Multiplayer platform. Based on a comparative analysis of twelve representative cases reproduced using the Opera (libretro core) emulator, the study employs frame-by-frame video analysis (Avidemux, FFmpeg) and authorial chronometry to investigate the interaction between cinematic language, interactive mechanics, and the console’s hardware limitations. Three archetypal strategies of audiovisual experience organization are identified: action reflexivity, interactive drama, and spatial immersion. The type of interactivity determines the transformation of montage into an interface event, while sound design assumes a key navigational function. Hardware constraints (Cinepak codec and CD-ROM capacity) are interpreted as productive formative factors that generate the “digital patina” effect and aesthetic reduction. The findings demonstrate that 3DO FMV projects form a coherent system of adapting traditional cinematic language to a digital interactive environment. Prospects for further research include a comparative analysis of FMV aesthetics on the 3DO platform and other 1990s multimedia systems.

3DOFMVInteractiveTheory
·14 min read

Interactive Storytelling in VR Games: Revisiting Janet Murray’s Legacy

This article examines the prospects for interactive storytelling in virtual reality (VR) games through the theoretical lens of Janet Murray’s foundational concepts: immersion, agency, and transformation. While Murray’s work provided a seminal framework for digital narrative, the rapid evolution of VR technologies and artificial intelligence (AI) necessitates a critical reassessment of these ideas. Utilizing a narrative literature review, this study synthesizes theoretical extensions by scholars such as Marie-Laure Ryan and Hartmut Koenitz, while addressing ludological critiques regarding the tension between game rules and narrative structure. The analysis identifies three primary directions for future development: the integration of AI for real-time adaptive narratives, the use of VR for educational and empathetic “storyliving,” and the emergence of collaborative storytelling in social VR spaces. The study argues that while VR amplifies the potential for embodied narrative experiences, it also introduces significant ethical and practical challenges, including algorithmic bias, accessibility barriers, and the risk of illusory agency. The conclusions suggest that the future of VR storytelling lies in hybrid models that successfully balance authored intent with procedural openness and social responsibility.

VRInteractiveTheory
·16 min read

Theoretical Approaches to the Study of Interactive Cinema: A Systematization of International Discourse

The aim of this article is to systematize and critically analyze the leading theoretical approaches to the study of interactive cinema in contemporary international scholarly discourse. The relevance of the study stems from the fact that interactive cinema, situated at the intersection of cinema, video games, and new media, is one of the most striking manifestations of the transformation of art under the influence of digital technologies. Despite a growing number of publications, theoretical understanding of the phenomenon remains fragmentary, and a coherent methodology for analyzing its artistic specificity is lacking. Research results. A critical analysis of the international scholarly corpus shows that interactive cinema research develops mainly in five principal directions: institutional, historical, technological, art-and-technology, and cultural. Within these directions, key discussion points cross-cutting the entire discourse are identified: the dialectic between immersion (“text as world”) and agency (“text as game”), the phenomenon of the “illusion of choice,” the ethics of media participation, and the challenges of adapting traditional film language to interactive conditions. The scientific novelty lies in a comprehensive synthesis of multi-vector theoretical views, which made it possible to identify a research gap and to substantiate the need for a specialized art-studies methodology. Conclusions. The systematization lays the conceptual groundwork for such a methodology, which must integrate all the analyzed dimensions in order to study interactive cinema in depth as an innovative direction of audiovisual art.

ТеоріяІнтерактивне кіноМетодологія
·15 min read

Interactive Cinema: The Analysis Model in the Context of Audiovisual Format

The aim of the article is to develop a model of analysis of interactive cinema that takes into account its specificity as an audiovisual work. The model evaluates: the story implementation mechanism; interaction mechanisms; the viewer experience; and the interrelations among interactive, audiovisual, and dramatic elements. This piece extends the methodological line of the Master’s thesis Interactive Cinema: History, Typology, Artistic Techniques (Kharkiv State Academy of Culture, 2024).

InteractiveMethodologyTheory
·12 min read

Branched Narrative: From Technical Device to the Art of Modeling the Future

Branched narrative is often reduced to a technical fork in the plot. This chapter reframes branching as a cultural technique and an art of modeling possible futures — not only a software pattern. Tracing the path from early branching devices to contemporary audiovisual practice, the author argues that multi-path storytelling participates in how culture imagines contingency, choice, and the image of the future.

NarrativeInteractiveTheory
·13 min read

The Evolution of Cut Scenes in Interactive Audiovisual Narrative: Classification of Functions and Characteristics

The purpose of the article is to identify key patterns in the evolution of cut scenes through the development and application of a comprehensive classification that analyzes the relationship between their technological characteristics and narrative functions. The object of the study is the cut scene as a tool for interactive audiovisual narrative. The subject of the study is the evolution of the functions and characteristics of cut scenes in the context of changing technological approaches and design solutions. The relevance of the article lies in the need to fill the existing gap in the scientific discourse regarding a holistic, systematized understanding of the evolution of cut scenes. During the study, an evolutionary classification was developed that distinguishes four main stages of the development of cut scenes: the stage of emergence (1980s), the era of dominance of CD-ROM and FMV (1990s), the period of transition to 3D graphics in real time (late 1990s — 2010s) and the modern stage of interactivity (since 2010s). The scientific novelty of the study lies in the first attempt in Ukrainian scientific discourse to comprehensively systematize the functions and characteristics of cut scenes in the dynamics of their historical development.

CraftInteractiveNarrative
·14 min read

Interactive Cinema on DVD in the Discourse of Audiovisual Art

This article examines interactive DVD cinema (late 1990s–mid-2000s) as an artistic phenomenon. Using art historical analysis, case studies, and comparison with the FMV format, the research explores its evolution within audiovisual and interactive media. Key results include identifying how DVD technology's capabilities (capacity, non-linear access) enabled the format, while remote control and DVD-Video limitations constrained interactivity design and aesthetics. A typology of interactive narrative strategies (nodal branching, parallel, labyrinth, environment-based) is proposed, and differences from FMV in technology, interactivity, narrative, and cultural positioning are highlighted. This study represents the first systematic art historical analysis of the format. It concludes that interactive DVDs were a unique, shortlived experimental stage influencing later interactive media. Future research directions involve in-depth case studies and digital preservation.

HistoryInteractiveAnalog
·12 min read

The Genre Specificity of Interactive Cinema

This article explores the genre specificity of interactive cinema by analyzing how traditional cinematic genre conventions transform under the influence of key characteristics of interactivity, such as purposeful activity and narrative non-linearity. The relevance of the study follows from the growing popularity of interactive media and the need for theoretical conceptualization of their hybrid nature, which complicates genre classification. The methodology combines theoretical analysis of genre concepts in film studies and interactive media theory, comparative analysis of interactive cinema, traditional cinema, and video games, and case studies of representative interactive works: Black Mirror: Bandersnatch, Late Shift, and Detroit: Become Human. The results establish that interactive cinema functions not as a separate genre but as a spectrum of hybrid forms. Interactivity is shown to fundamentally reshape plot structure, character evolution, and stylistic elements. The nature of this transformation depends on the interplay between the technological platform — which seeks an accessible toolkit of interactivity — and the conventions of the source genre, which shape how those tools are applied. The scientific novelty lies in a systematic analysis of the concrete mechanisms of genre-condition transformation, deepening the understanding of genre formation in interactive cinema. The paper outlines prospects for further research in this dynamic field.

ЖанрІнтерактивне кіноТеорія
·10 min read

Immersive Interactive Storytelling: The Role of the Cinematic Approach

Conference paper on how a cinematic approach — framing, duration, montage, and light — shapes immersive interactive storytelling. It argues that immersive systems remain narrative when they preserve cinematic craft inside navigable space, rather than dissolving film language into pure simulation.

ImmersiveInteractiveCraft
·11 min read

Interactive Cinema: Montage as a Tool for Creating a Variable Narrative

Montage in interactive cinema is not only a linear cut between shots — it is a mechanism for assembling variable narrative paths. The paper examines how editing grammar supports reconfigurable story structures and how the cut becomes a site of interaction rather than only of continuity.

CraftMontageInteractive
·11 min read

Game-Films as a Progressive Form of Interactive Narrative

Game-films sit between cinema and games. This conference paper treats them as a progressive form of interactive narrative rather than a failed genre or marketing label — hybrid works that borrow cinematic experience while permitting structured audience entry into the system of the film.

Game-filmInteractiveNarrative
·10 min read

Interactive Storytelling: Current Status and Prospects of Research

A status report on interactive storytelling research: key schools of thought, unresolved definitional problems, and prospects for further work in art studies and media theory. The paper outlines open questions for the field and positions interactive cinema within the broader interactive narrative landscape.

SurveyInteractiveTheory
·45 min read

Interactive Cinema: History, Typology, Artistic Techniques

Master’s thesis (Kharkiv State Academy of Culture). The work defines the interactive film within the contemporary media landscape, proposes identification criteria, and builds an analytical methodology covering history, typology, and artistic techniques. The interactive film is treated as a medium with seamless gameplay that permits passive exploration of the story, prioritizing the cinematic experience over gamified interaction. Honorary diploma of the National Academy of Arts of Ukraine.

ДипломІнтерактивне кіноМетодологія