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Virtual Reality: A Case Study in the
Entertainment, Advertisement, and
Journalism Industries
An examination of The Mr. Robot Virtual Reality
Experience, Ford Motors The Return to Le Mans,
and The Displaced
Michael Somerby
4/27/17
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Abstract
Over the last half-decade, people have witnessed the (formerly) furthest reaches of science
fiction come to life. Entire genomes are now tested for under $200 dollarsthe process
takes about 2 months due to backlog, a minor price for this miracle of science; self driving
cars and public transportation vehicles are not just a part of Star Trek and similar space
adventure narrativesthey exist on the commercial market today; and, of the many
advances, there is a new and tangible dimension: virtual reality, and it has the means to
manifestation, virtual reality allows us to feel the presence of people and places we will
never touch nor visit, to understand the essences of events we will never physically
now, the brave creatives entering the VR realm are pioneers, beckoning comparison to
those who created, tested, and then pushed the boundaries of the first ever cameras and
televisions. They operate in a wild-west industry, but several breakthrough films and
I Introduction
Advertisement, and Journalism Industries, is a study examining the ways select VR film
ventures have begun to reshape the respective arenas of communication, and how they will
continue to do so for the following decade(s). For each distinct industry, this paper will
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describe a specific case as a means to demonstrate the impact on said industry and its
typical consumer. Finally, this paper aims to underscore the significance of using a VR
For the entertainment industry, this paper will examine, The Mr. Robot virtual
reality Experience, a sub-episode of the hit, Emmy Award winning USA Network series (it
was the first ever major series episode done in virtual reality). For an advertisement and
public relations venture, this paper will examine Ford Motors, Return to Le Mans, which
chronicled Fords racing team in a grueling 24-hour race. Finally, for an example of
journalistic application, this paper will examine The Displaced, The New York Times
II Literature Review
Virtual reality is both a budding technology and concept. Just as the concept of a
camera was formed relative eons before the printing of the first ever first photograph, so
too was the concept of virtual reality conceived far before the first technologies were
manufactured to support the dream. This point is a point of emphasis because much of the
literature on virtual reality in a modern context takes a specific example of usage, and then
blend of curated sources and source types, this paper will approach the focuses of its
In 1685, a German inventor by the name of Johann Zahn constructed the precursor
to all modern camera devices (The History of the Camera Obscura, n.d.). The genius of his
invention, however, was not fully recognized until 1816, when French inventor Nicphore
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Nipce printed the worlds first photograph, on paper coated with silver chloride, using a
small camera of his own making (The Editors of Encyclopedia Britannica, 2009). In 1845,
English scientist and inventor Francis Ronalds fashioned a movie camera forerunner, a
device that drew film mechanically over the aperture to allow continuous recording
(Ludford, n.d.). Much like Zahns, the value of Rolands brain child came to light far later,
when Thomas Edison, a respected scientist from the United States, filed a patent for a
Kinetographic camera design in 1897 (History.com, n.d.). This improved model boasted
electric motors that tugged along sprocketed ribbons of film, a technical foundation for
filmmaking that spanned the next hundred years. Finally, the television had existed in
experimental stages for decades before breaking onto the commercial market following
The still camera, video camera, and television (and their blended purposing) are
inarguable titans of visual media, the vanguards for rapid change in procedures and
creative boundaries over the last century. Much like the three aforementioned inventions,
essential tools for modern, distributable, visual storytelling, virtual reality is making its
way onto tech radars worldwide. It has the potential to change visual storytelling in
unforeseeable ways, and already has been applied to the three primary uses for visual
the three).
While it may seem far flung, and impossibly science fiction, the concept of a
constructed virtual reality goes back further than the technologies that support its current
incarnation. For example, artists for centuries have painted panoramic murals for a semi-
immersive art experience (How did virtual reality begin?, 2016). Another example is that
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championed by French playwright Antonin Artuad (How did virtual reality begin?, 2016),
who like many theater directors believe the audiences suspended disbelief is essential
for true theater, in hopes said audience temporarily adopt the reality on stage as the only
one. In the 1920s, aviation pioneer Edwin Link developed the worlds first ever flight
simulator (How did virtual reality begin?, 2016). In 1962, VR pioneer Morton Heilig
patented the Sensorama, a machine equipped with a viewing screen in an enclosed booth
(images were stereoscopic, just as the naked eye sees a scene from two slightly different
angles, providing depth), oscillating fans, speakers, and scent emitters (History of Virtual
Reality, 2016). In 1968, American computer scientist and Internet pioneer Ivan Sutherland
created a head mounted display (like modern goggles), yet his device was so heavy it
required mechanical suspension, rendering the device impractical for everyday civilian use
simulation (How did virtual reality begin?, 2016). In the 1980s, NASA adopted the young
tech and integrated it into human-computer interaction tests (How did virtual reality
begin?, 2016). In the 1990s, writer, philosopher and computer scientist Jaron Lanier raised
public awareness for VR, marketing a number of VR items during the decade (How did
virtual reality begin?, 2016). Unfortunately, his failure to deliver genuinely impressive VR
content caused a decline in public interest. It wasnt until the late 2000s that large
corporations such as Samsung, Sony, and Google took new stabs at the technology,
throttling the possibilities to where they are now. The applications outside of journalism,
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application, healthcare, manufacturing, museums and VR tourism, and astrophysics are just
According to Biocca and Levy (2013), (VR is) a tantalizing communication medium
whose essence challenges our most deeply held notions of what communication is or can
be. To legitimize this claim, citing the examples of The Mr. Robot Virtual Reality
Experience, Return to Le Mans, and The Displaced, critics agree that virtual reality
works in these mediums for these types of stories. An article from CNBC titled, Episodic
virtual reality content could transform consumer entertainment, discusses the clear
financial incentives of episodic uses in VR (Chandran, 2017). CNBC also touched upon the
advertising benefits, in an article debating if VR is, the next big thing in advertising
(Crabtree, 2016). Anne Cassidy (2015) reaffirms this notion, citing General Electrics recent
partnership with The New York Times to share VR advertisements on the sources new
mobile app. GEs global CMO, Linda Boff, said, For the brand and user the intimacy of VR is
really dramatic, (Cassidy, 2015) The results, scholars and research agencies agree, are
News organizations have produced powerful journalistic storytelling that aims to use VR
to create a deeper connection between subject and viewer that can give people the sense
that they are being brought to places where they otherwise would not be able to go, an
achievement which gets at the crux of good journalism (Doyle, Gelman, Gill, 2016). The
Columbia Journalism Reviews Erin Polegreen (n.d.) calls VR, Journalisms next frontier,
Upload (an online video tech publication) insists VR will thrive in the film industry (Jones,
2016), Quartz (an online business publication that specifies in agents of change) argues
entertainment on the whole will become less passive (Melcher, 2016), Caleb Garling
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(2015) of Wired.com and VR Director Chris Milk (2016) agree on the profound influence
VR will have on generating empathy, and financial publication titan Forbes Magazine has
even stated VR is the next big (advertising) medium (Hof, 2015). It is clear VR has not only
III Methodology
This is a case study of three individual examples of the utilization of virtual reality in
three different fields. For entertainment, this paper examines USA Networks The Mr.
Robot Virtual Reality Experience as a field example; for advertising, the paper examines
Ford Motors Return to Le Mans as a field example; for journalism, this paper examines
The New York Times VR film, The Displaced. Each case will be described using the
analysis of industry critics and producers (e.g. VR Director Chris Milk, Upload.com author
Awane Jones, and the Columbia Journalism Reviews Erin Polegreen) as a means to qualify
nature, respective to the end goal of each industrys discipline. Using the experience of
professionals, and their analyses, this paper will give feedback as to where each field sits
Using Google Scholar, Google, and YouTube, 35 sources were curated in order to
offer a specified, in-depth description and analysis for this case study. Each source offers a
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critical piece of information, whether it cements the base terminology and ideas of VR, or
Since there is little reliable qualitative data at this early stage, and since this is a
study conducted through case-by-case examinations, the paper will rely heavily on
quotations from industry experts, critics, and a few expert consumers in order to properly
establish a paper that makes efforts to answer research questions and reinforce themes.
IV Body
VR in Entertainment
Mr. Robot, a USA Network drama series created by Sam Esmail, is a nouveau treatise
on the state of global corporate corruption and domination of the minute details of our day-
to-day lives. It is both dark and biting, and widely accepted as one of the most popular
shows on television today, earning numerous competitive awards such as the Golden
Globes 2016 Best Television Series, the Primetime Emmy Awards 2016 Outstanding
Lead Actor in a Drama Series, The American Film Institutes 2016 TV Program of the
Year, and the Critics Choice Television Awards 2016 Best Drama Series, among dozens
cybersecurity engineer in New York City, initially and privately uses his talents as a hacker
to expose individuals for their crimes committed online (e.g. circulating child
pornography). He suffers from social anxiety disorder, dissociative identity, and clinical
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infamous, Mr. Robot, notices Elliots talents. The primary objective of fsociety is to
dismantle, piece by piece, E Corp (referred to as Evil Corp), a corporation with a hand in
even the smallest of lifes affairs (E Corp is composite creation of many of todays real
companies that control everything from what we see on the internet to genetically
modified organisms for food). The universe of Mr. Robot, to me, is remarkably familiar to
While typically consumed on flat screens, such as televisions or computers, the tech
heavy themes of the Mr. Robot beckon an equally techy outlet for viewing purposes. Writer
and director Sam Ismail then decided to use VR as a means to tell Elliots story, with
remarkable success, earning critical and fan acclaim, just another feather in the cap for the
series (Butler, 2016). In the context of using VR as a means for series and film-based
entertainment, it was a massive step, proving to creators and networks alike that series-
Several articles following the initial simulcast at 2016s San Diego Comic-Con,
incidentally the largest simulcast ever (Bishop, 2016), reflected on the event marketed by
USA Network with the following sentence: Step inside the world of Mr. Robot like never
before (Mr. Robot Virtual Reality Experience, 2016). According to The Shorty Awards, an
annual awards show, recognizing the people and organizations producing real time-short
form content across Twitter, Facebook, Tumblr, YouTube, Instagram, Vine, and the rest of
the social web, The critical and fan response to the Mr. Robot Virtual Reality Experience
has been incredibleThe press around the VR premiere at Comic-Con generated over
450MM media impressions and the coverage was overwhelmingly positive, calling out the
fact that it offered real storytelling in the virtual reality mediumAfter six months, the Mr.
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Robot Virtual Reality Experience has been viewed nearly 1.4M across all platforms, (The
Shorty Awards, 2016). That figure is impressive considering the technology needed for
technology, science, art and culture, is one such member of the press to commend the
successes of the VR piece. In an article titled The Mr. Robot VR experience isnt a
gimmickits true storytelling, Bishop wrote, Its not just a matter of having a VR
experience that enriches and expands upon an existing serialized story; its about having a
distinct creative voice trying new things in a new medium (Bishop, 2016). He had
previously written, If it sounds like Im breaking this down more as a film than a
technology experience, thats because I am. Its Gear VR (the headset model) presentation
may be pixelatedbut theres real voice in Esmails VR piece, (Bishop, 2016). It is not
To provide an idea of what the experience may have felt like to some participants,
owned and operated by Purch. Purchs mission statement: To help you buy and use
devices and decide when you should (and shouldnt) trade up. Butler wrote, Im sitting on
a ragged, yellow couch in a small apartment in Chinatown, and next to me is the enigmatic
hacker Elliot Alderson. Hes smoking a joint as he talks about the power of memories to
drudge up forgotten pain. He turns, looks me in the eye, then exhales his smoke into my
face...None of that, not even the man sitting on the couch, is real, but it feels close. In short,
the virtual reality aspect was fully achieved, and considering the sentence, Viewing this
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experience in the Gear VR gave this vignette a realness that wouldnt necessarily have been
felt by watching it on a regular television, (Butler, 2016), Esmail and his team carved out
VR in Advertisement
The advertisement industry has morphed considerably over the last decade.
Advertisement is increasingly data driven, mobile intensive, geared towards younger, tech
savvy consumers, and social media intensive (Widhelm, 2015). Most relevant to this paper,
ads are becoming increasingly interactive as human-to-tech interface becomes easier and
more feasible. Because of this, advertisers and marketing teams are beginning to turn
toward VR as the next and newest powerful means to market and sell (Crabtree, 2016).
One of the first companies to do this, Ford Motors, created a VR film in the summer
of 2016, chronicling the success of their cars at the 24-hour Le Mans endurance car race.
Ford had not been a contestant for over 50 years, yet won in stunning fashion (Ford GT
Racing, n.d.).
Much like a paid post on native ad on a print medium, advertising methods used
differenta film. One watches this piece as if it were nothing but mere journalism, only to
be left thinking about the prowess of a Ford vehicle compared to those of competitors such
as Porsche and Ferrari (Ford makes emphasis of a duel between Ferraris car and their
own, one in which Ford ultimately comes out on top). This is far more covert form of
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advertising than a paid-post, but the ideas behind the use of VR are quite similar in that it
method. The company has even launched an app called Ford VR, which boasts several VR
films documenting their cars and drivers (Introducing Ford VR: The Closest Thing to the
Real Thing, n.d.). Our first Ford VR release took you behind the scenes, in the pits, and
behind the wheel of the Ford GT at the 24 Hours of Le MansThis is just the beginning. Let
the Ford VR app be your portal to a whole new world of stories and experiences, all
available in the palm of your hand. This word, portal, could be used as a blanket term for
all successful VR ventures, as that is what the technology should be used asa portal into
new worlds to communicate ideas in revolutionary new ways. And it is one thing to tell
someone about Fords car opening up to 200mph on straightaway, and its another to put
them in the passengers seat so it is experienced first hand (and due to the hijacking of
auditory and visual stimuli, the body reacts internally as if it is truly moving at these
speeds, an incredible fact of science, if nothing else (Metricbuzz, 2016). WXYZ of Detroit
(the local ABC of Detroit outlet) wrote, The new app aims to give people a unique
perspective of the auto company, (Bahou, 2016). In advertising, unique is often good, and
Ford, a company whose image has suffered during the years of decay of American
According to the Guardians Anne Cassidy (2015), by 2020 the VR industry will have
sold 30 millions headsets globally. By that indication, VR will have staked a claim as
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the extent of VRs tendrils into modern society by that year mark. In a CNBC article by
Justina Crabtree titled, Virtual reality: the next big thing in advertising?, she quoted Hope
become a critical part of [its] success...(allowing the consumer to) explore the experience in
an exciting new way prior to any purchase decision is highly valued by the luxury travel
Forbes contributor Robert Hof (2015) answers the questions in Crabtrees article in
a report titled, Virtual Reality: The Next Big Advertising Medium Is Here. Hof does
nothing to deny the lack of solid VR technology at this point in time, saying, Virtual reality
is scarcely more than an expensive toy today, but advertisers are already salivating over
the possibilities of reaching people with commercial messages while theyre immersed in
their Oculus Rift headset, (Hof, 2015) but this is exactly the resource Ford has tapped into,
the immersive nature of communicating an idea once inside the virtualized reality. Hof
even mentions that tech innovator and speculator Mark Zuckerberg has called VR the next
of Silicon Valley. Hof (2015) also delves into the fact that e-commerce is extremely flat,
and that executives view the new technology as a shopping experience unlike any other,
leaving room for creative invention and intervention alike. He quotes Mitch Gelman, VP of
product for Gannett Digital: Were creating native ad opportunities within the VRIts a
perception changer for usand a perception changer for any advertiser that wants to
associate with a new frontier in media, (Hof, 2015). Essentially, by using the term native,
Gelman is suggesting that the advertising experience is either so covert or enjoyable that
the pesky nuance of being sold a good dissipates, a remarkable and holy grail-esque step in
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the world of advertising. And despite Hofs claim that VR is just an expensive toy, Think
With Google, a research and insight outlet for the marketing industry, claims, Global search
interest (for VR) on Google grew by nearly 4X in the last year, (Luber, 2016). This spike
was recorded between June 2015 and June of 2016, which is somewhat incredible
considering VRs relatively novel stages of development in that time frame compared to
VR in Journalism
The use of virtual reality as a means for journalistic ventures is perhaps the most
complex and abstract example in this paper. This is chiefly due in part to the fact that rarely
do journalistic films (e.g. documentaries or news packages) allow time for thorough
setupinstead, they are what they are due to spontaneity. For a journalistic VR filmmaker,
there are many issues that arise because of this, namely issues of camera movement and
lighting (Movement in VR, n.d.). Nonetheless, several news organizations including The
New York Times and Vice have successfully used the technology in several breathtaking, and
This paper will focus on The New York Times The Displaced as the primary
example of use of VR in journalism. The Displaced followed three refugee children from
around the globe; 11-year-old Oleg (boy) from eastern Ukraine, 12-year-old Hana (girl)
from Syria, and 9-year old Chuol (boy) from South Sudan (Silverstein, 2015). Two have lost
family members, and all three have lost their homes, either to a forced migration or
destruction as a result of war (or both). The film was a first for The New York Times.
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According to The New York Times, this new filmmaking technology enables an uncanny
feeling of connection with people whose lives are far from our own. By creating a 360-
degree environment that encircles the viewer, virtual reality creates the experience of
being present within distant worlds, making it uniquely suited to projects, like this one,
that speak to our senses of empathy and community. What better use of the technology
could there be than to place our readers within a crisis that calls to us daily with great
urgency and yet, because of the incessancy of the call, often fails to rouse us at all?
(Silverstein, 2015).
Director Chris Milk, known for his use of cutting edge technologies to produce films
and other pieces of visual art, calls virtual reality the ultimate empathy machine, a nod to
the Times writing, speak to our senses of empathy (Milk, 2015). In his 2015 TEDTalk,
Milk said, Is there a way that I can use modern and developing technologies to tell
stories in different ways and tell different kinds of stories that maybe I couldnt tell using
the traditional tools of filmmaking?So I started experimenting, and what I was trying to
do was build the ultimate empathy machineSo, when youre inside of the headsetyoure
looking around through this worldAnd when youre sitting there in her (an unrelated
Syrian refugee girl in one of Milks films) room, watching her, youre not watching it
through a television screen, youre not watching it through a window, youre sitting there
with her, (Milk, 2015). This sounds like the jackpot for a journalist, a person that by nature
agonizes over each word choice or frame choice to best describe what it is like to be inside
another world. And for a professional storyteller, what better way to cut to the chase than
to put a reader or viewer literally inside of that world altogether? The Columbia Journalism
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Review has even gone as far as to report that VR should be implemented in any newsroom
V Conclusion
Virtual reality, used in all three of the primary branches of visual communications,
has made its mark; both critics and everyday consumers have experienced positive
emotional responses to works seen within a headset, The Mr. Robot Virtual Reality
Experience, Return to Le Mans, and The Displaced being of no exception. In fact, these
three pieces may be considered one day as the original seeds, the revelatory films of virtual
reality. Regarding, The Mr. Robot Virtual Reality Experience, Bishop (2016) called the
experience true storytelling, a feat considering the initial skepticism; The Return to Le
Mans, is one of the few native (Hof, 2015) VR advertising experiences, rendering it
cutting edge; finally, The Displaced, is a universally lauded piece, a shining example of
what the Columbia Journalism Review deems necessary for modern news rooms. These are
but a few of the positive nods received by each piece, and given the successes of these three
pieces, others will follow, whether produced by speculative creators trying to get a hand in
the action or by the existing wave of industry pioneers. I believe that these breakthrough
films, made by innovative filmmakers and companies, will set the tone for years to come,
time, at the intersection of where science fiction meets realityand in the case of the VR,
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