VIRTUAL REALITY IN FILM AND TELEVISION PRODUCTION: A BIBLIOMETRIC - INFORMED LITERATURE REVIEW OF WEB OF SCIENCE PUBLICATIONS

Authors

DOI:

https://doi.org/10.35631/IJIREV.826051

Keywords:

Bibliometric Review, Cinematic Virtual Reality, Film Production, Immersive Media, Television Production, Virtual Reality

Abstract

Although virtual reality (VR) has increasingly influenced audiovisual production practice, the intellectual structure, research trends, and thematic development of VR applications in film and television production remain insufficiently mapped. This study aimed to analyse the characteristics of VR research related to film and television production indexed in the Web of Science Core Collection, applying bibliometric performance analysis, citation analysis, keyword analysis, and thematic mapping. A title-field search combining a VR term block and a film and television term block retrieved 243 documents on 29 June 2026. The records were restricted to English-language articles and early-access articles and screened for topical relevance, resulting in 60 articles for analysis. The analysis examined publication trends, source journals, Web of Science categories, citation patterns, contributing regions, author-keyword structures, and the thematic evolution of the field. The results showed that the corpus was recent, with most articles published from 2017 onward and an output peak in 2025. The Journal of Screenwriting and Frontiers in Virtual Reality were the most frequent sources, and the Web of Science categories were dominated by computer science alongside film, radio and television. Mainland China contributed the largest share of corresponding-author articles, indicating the growing role of Asian research communities in shaping VR production studies. The most-cited article examined movie editing and cognitive event segmentation in VR video, suggesting that early scholarly impact has favoured the craft and perceptual questions of the medium. Seven themes were identified, namely production pipelines and virtual production; cinematography and directing; editing and sound in post-production; narrative, storytelling and screenwriting; viewer experience, presence and guidance; social and live-television applications; and education and training for production. The study provides a production-oriented map of this emerging field and a research agenda for future investigations, particularly multi-database syntheses and primary empirical studies of production and post-production learning outcomes.

Downloads

Download data is not yet available.

References

Agulló, B., & Matamala, A. (2021). (Sub)titles in cinematic virtual reality: A descriptive study. Onomazein, (53), 131–153. https://doi.org/10.7764/onomazein.53.07

Alves, P., Rubio-Tamayo, J. L., & Durán-Fonseca, E. (2023). Investigating a cinematic virtual reality narrative framework for screenwriting. Journal of Screenwriting, 14(3), 311–333. https://doi.org/10.1386/josc_00136_1

Amlashi, E. A., & Adiloglu, F. (2025). Understanding the collaborative model of narrative in cinematic virtual reality. Journal of Screenwriting, 16(1), 85–106. https://doi.org/10.1386/josc_00166_1

Bao, Y. (2022). Application of virtual reality technology in film and television animation based on artificial intelligence background. Scientific Programming, 2022(1), Article 2604408. https://doi.org/10.1155/2022/2604408

Böing, B., De Vries, P. W., & Giebels, E. (2025). Creating controversy: Developing a virtual reality training tool with 360° film to engage in ethnic profiling reform. Frontiers in Virtual Reality, 6, Article 1451206. https://doi.org/10.3389/frvir.2025.1451206

Carpio, R., & Birt, J. (2022). The role of the Embodiment Director in virtual reality film production. Creative Industries Journal, 15(2), 189–198. https://doi.org/10.1080/17510694.2021.2017634

Carpio, R., Birt, J., & Baumann, O. (2025). Using case study analysis to develop heuristics to guide new filmmaking techniques in embodied virtual reality films. Creative Industries Journal, 18(1), 3–24. https://doi.org/10.1080/17510694.2023.2171336

Chaurasia, H. K., & Majhi, M. (2024). Spatial sound design for cinematic virtual reality—A bibliometric analysis. Journal of Creative Communications. Advance online publication. https://doi.org/10.1177/09732586241296197

Chaurasia, H. K., & Majhi, M. (2026). Listening inside the sphere: User and practitioner perspectives on sound design in cinematic virtual reality (Cine-VR). Frontiers in Virtual Reality, 7, Article 1790470. https://doi.org/10.3389/frvir.2026.1790470

Conway, A., Harkin, D., Gould, B., Devine, S., Lynch, S., & Ryan, A. (2026). “It really brought me in, zoned me in, and kept me there”: A qualitative study exploring carers’ and volunteers’ experiences of a narrative based, dementia-focused virtual reality film. Dementia. Advance online publication. https://doi.org/10.1177/14713012261428836

Cui, L., Zhang, Z., Wang, J., & Meng, Z. (2022). Film effect optimization by deep learning and virtual reality technology in new media environment. Computational Intelligence and Neuroscience, 2022(1), Article 8918073. https://doi.org/10.1155/2022/8918073

Ding, N., Zhou, W., & Fung, A. Y. H. (2018). Emotional effect of cinematic VR compared with traditional 2D film. Telematics and Informatics, 35(6), 1572–1579. https://doi.org/10.1016/j.tele.2018.04.003

Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296. https://doi.org/10.1016/j.jbusres.2021.04.070

Fernández Langa, S., Montagud Climent, M., Cernigliaro, G., & Rincón Rivera, D. (2022). Toward hyper-realistic and interactive social VR experiences in live TV scenarios. IEEE Transactions on Broadcasting, 68(1), 13–32. https://doi.org/10.1109/TBC.2021.3123499

Galeazzi, F., Parameswaran, G., Gaedtke, F., & Swami, V. (2025). Exploring the revitalisation of endangered intangible heritage and languages through multimedia storytelling and immersive technologies: A case study of virtual reality and 2D film with the Kusunda community in Nepal. Frontiers in Computer Science, 7, Article 1488802. https://doi.org/10.3389/fcomp.2025.1488802

Gilpin, G., Gain, J., & Lipinska, G. (2021). The physiological signature of sadness: A comparison between text, film and virtual reality. Brain and Cognition, 152, Article 105734. https://doi.org/10.1016/j.bandc.2021.105734

Grant, M. J., & Booth, A. (2009). A typology of reviews: An analysis of 14 review types and associated methodologies. Health Information & Libraries Journal, 26(2), 91–108. https://doi.org/10.1111/j.1471-1842.2009.00848.x

Green, D. P., Rose, M., Bevan, C., Farmer, H., Cater, K., & Fraser, D. S. (2021). ‘You wouldn’t get that from watching TV!’: Exploring audience responses to virtual reality non-fiction in the home. Convergence: The International Journal of Research into New Media Technologies, 27(3), 805–829. https://doi.org/10.1177/1354856520979966

Habes, M., Elareshi, M., Safori, A., Ahmad, A. K., Al-Rahmi, W., & Cifuentes-Faura, J. (2023). Understanding Arab social TV viewers’ perceptions of virtual reality acceptance. Cogent Social Sciences, 9(1), Article 2180145. https://doi.org/10.1080/23311886.2023.2180145

Harkema, G. J., & Rosendaal, A. (2020). From cinematograph to 3D model: How can virtual reality support film education hands-on? Early Popular Visual Culture, 18(1), 70–81. https://doi.org/10.1080/17460654.2020.1761598

He, J., & Wu, Y. (2022). Application of digital interactive display design based on computer technology in VR film. Mobile Information Systems, 2022(1), Article 8462037. https://doi.org/10.1155/2022/8462037

Heagerty, J., Li, S., Lee, E., Bhattacharyya, S., Bista, S., Brawn, B., Feng, B. Y., Jabbireddy, S., JaJa, J., Kacorri, H., Li, D., Yarnell, D., Zwicker, M., & Varshney, A. (2024). HoloCamera: Advanced volumetric capture for cinematic-quality VR applications. IEEE Transactions on Visualization and Computer Graphics, 30(5), 2767–2775. https://doi.org/10.1109/TVCG.2024.3372123

Hong, J. Y., Lam, B., Ong, Z.-T., Ooi, K., Gan, W.-S., Kang, J., Feng, J., & Tan, S.-T. (2019). Quality assessment of acoustic environment reproduction methods for cinematic virtual reality in soundscape applications. Building and Environment, 149, 1–14. https://doi.org/10.1016/j.buildenv.2018.12.004

Hong, Z., Xu, X., & Liu, X. (2025). Application of virtual reality technology based on artificial intelligence in 3D animated film storyboard. Discover Computing, 28(1). https://doi.org/10.1007/s10791-025-09670-7

Jaller, C., & Serafin, S. (2020). Transitioning into states of immersion: Transition design of mixed reality performances and cinematic virtual reality. Digital Creativity, 31(3), 213–222. https://doi.org/10.1080/14626268.2020.1779091

Lei, D., & Kim, S.-H. (2021). Application of wireless virtual reality perception and simulation technology in film and television animation. Journal of Sensors, 2021(1), Article 5041832. https://doi.org/10.1155/2021/5041832

Liang, X., & Han, K. (2026). Exploring the integration of virtual reality and artificial intelligence in enhancing film and television production. International Journal of Human–Computer Interaction. Advance online publication. https://doi.org/10.1080/10447318.2026.2650558

Liao, Y. (2025). Education in cinematography and VR-technologies: The impact of animation on the film perception. Interactive Learning Environments, 33(2), 1542–1556. https://doi.org/10.1080/10494820.2024.2372831

Lin, L. (2022). Virtual reality and its application for producing TV programs. Mobile Information Systems, 2022(1), Article 8018236. https://doi.org/10.1155/2022/8018236

Liu, X., & Pan, H. (2022). The path of film and television animation creation using virtual reality technology under the artificial intelligence. Scientific Programming, 2022(1), Article 1712929. https://doi.org/10.1155/2022/1712929

Liu, Z., Jin, Y., Ma, M., & Li, J. (2023). A comparison of immersive and non-immersive VR for the education of filmmaking. International Journal of Human–Computer Interaction, 39(12), 2478–2491. https://doi.org/10.1080/10447318.2022.2078462

Manolas, C., Raptis, P., & Durham, M. (2025). Sound design in VR filmmaking: Opportunities and challenges in a new medium. Convergence: The International Journal of Research into New Media Technologies. Advance online publication. https://doi.org/10.1177/13548565251339304

Marañes, C., Gutierrez, D., & Serrano, A. (2023). Towards assisting the decision-making process for content creators in cinematic virtual reality through the analysis of movie cuts and their influence on viewers' behavior. International Transactions in Operational Research, 30(3), 1245–1262. https://doi.org/10.1111/itor.13106

Montagud Climent, M., Martos, M., Egea, Á., & Fernández Langa, S. (2025). Social VR with holographic comms: Enablers for new engaging experiences within the TV / video consumption landscape. IEEE Transactions on Broadcasting, 71(3), 793–807. https://doi.org/10.1109/tbc.2025.3570869

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., . . . Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, Article n71. https://doi.org/10.1136/bmj.n71

Piayura, O., Boonmas, T., Wongphongkham, N., Sae-joo, P., Narongchai, W., Wongphongkham, H., Promphakping, B., & Rahman, M. A. (2025). Overcoming language barriers in film production: The role of VR-based learning in English proficiency. Frontiers in Education, 10, Article 1493442. https://doi.org/10.3389/feduc.2025.1493442

Reyes, M. C., & Dettori, G. (2019). Developing a media hybridization based on interactive narrative and cinematic virtual reality. Ekphrasis. Images, Cinema, Theory, Media, 22(2), 131–151. https://doi.org/10.24193/ekphrasis.22.8

Ross, M., & Munt, A. (2018). Cinematic virtual reality: Towards the spatialized screenplay. Journal of Screenwriting, 9(2), 191–209. https://doi.org/10.1386/josc.9.2.191_1

Rothe, S., Buschek, D., & Hußmann, H. (2019). Guidance in cinematic virtual reality—Taxonomy, research status and challenges. Multimodal Technologies and Interaction, 3(1), Article 19. https://doi.org/10.3390/mti3010019

Rothe, S., Schmidt, A., Montagud, M., Buschek, D., & Hußmann, H. (2021). Social viewing in cinematic virtual reality: A design space for social movie applications. Virtual Reality, 25(3), 613–630. https://doi.org/10.1007/s10055-020-00472-4

Ruiz-Poveda Vera, C., & Gutiérrez, J. S. (2023). The blurred lines between spectator and character: Narrative integration of the user in cinematic virtual reality. L'Atalante. Revista de estudios cinematográficos, (35), 109–124. https://doi.org/10.63700/1009

Serrano, A., Sitzmann, V., Ruiz-Borau, J., Wetzstein, G., Gutierrez, D., & Masia, B. (2017). Movie editing and cognitive event segmentation in virtual reality video. ACM Transactions on Graphics, 36(4). https://doi.org/10.1145/3072959.3073668

Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039

Song, N. (2026). Haptic sound for trauma storytelling in a cinematic virtual reality poetic documentary – The Road to Yesterday. Studies in Documentary Film. Advance online publication. https://doi.org/10.1080/17503280.2026.2618327

Song, Q., & Wook, Y. S. (2020). Exploration of the application of virtual reality and Internet of Things in film and television production mode. Applied Sciences, 10(10), Article 3450. https://doi.org/10.3390/app10103450

Szita, K., Gander, P., & Wallstén, D. (2018). The effects of cinematic virtual reality on viewing experience and the recollection of narrative elements. Presence: Teleoperators and Virtual Environments, 27(4), 410–425. https://doi.org/10.1162/pres_a_00338

Tang, R. (2022). Research on interactive spatial scheduling of VR movie based on spatiotemporal relational narration. Wireless Communications and Mobile Computing, 2022(1), Article 7499420. https://doi.org/10.1155/2022/7499420

Tang, Y. (2025). Machine learning-driven emotional feedback analysis and adaptive content generation for VR movie and TV users. International Journal of Advanced Computer Science and Applications, 16(10). https://doi.org/10.14569/ijacsa.2025.0161057

Tian, F., Wang, H., Cheng, W., Zhang, W., & Li, Y. (2021). A high-density EEG study investigating VR film editing and cognitive event segmentation theory. Sensors, 21(21), Article 7176. https://doi.org/10.3390/s21217176

Tian, F., Zhang, Y., & Li, Y. (2021). From 2D to VR film: A research on the load of different cutting rates based on EEG data processing. Information, 12(3), Article 130. https://doi.org/10.3390/info12030130

Tong, L., Lindeman, R. W., Lukosch, H., Clifford, R., & Regenbrecht, H. (2024). Applying cinematic virtual reality with adaptability to Indigenous storytelling. ACM Journal on Computing and Cultural Heritage, 17(2). https://doi.org/10.1145/3647996

Tong, L., Lindeman, R. W., & Regenbrecht, H. (2021). Viewer’s role and viewer interaction in cinematic virtual reality. Computers, 10(5), Article 66. https://doi.org/10.3390/computers10050066

Tong, L., Lindeman, R. W., & Regenbrecht, H. (2022). Adaptive playback control: A framework for cinematic VR creators to embrace viewer interaction. Frontiers in Virtual Reality, 2, Article 798306. https://doi.org/10.3389/frvir.2021.798306

Tong, Y., Cao, W., Sun, Q., & Chen, D. (2021). The use of deep learning and VR technology in film and television production from the perspective of audience psychology. Frontiers in Psychology, 12, Article 634993. https://doi.org/10.3389/fpsyg.2021.634993

Wages, R., Grützmacher, B., & Conrad, S. (2004). Learning from the movie industry: Adapting production processes for storytelling in VR. In S. Göbel, U. Spierling, A. Hoffmann, I. Iurgel, O. Schneider, J. Dechau, & A. Feix (Eds.), Technologies for interactive digital storytelling and entertainment (pp. 119–125). Springer. https://doi.org/10.1007/978-3-540-27797-2_16

Wei, Z., Sun, J., Liao, J., Lee, L., Sio, C. I., Hui, P., Qu, H., Tong, W., & Xu, X. (2025). Illuminating the scene: How virtual environments and learning modes shape film lighting mastery in virtual reality. IEEE Transactions on Visualization and Computer Graphics, 31(5), 3376–3386. https://doi.org/10.1109/TVCG.2025.3549189

Xie, Z. (2020). The symmetries in film and television production areas based on virtual reality and Internet of Things technology. Symmetry, 12(8), Article 1377. https://doi.org/10.3390/sym12081377

Yan, B., Ni, S., Wang, X., Liu, J., Zhang, Q., & Peng, K. (2020). Using virtual reality to validate the Chinese version of the Independent Television Commission-Sense of Presence Inventory. SAGE Open, 10(2). https://doi.org/10.1177/2158244020922878

Yu, Z., & Lo, C.-H. (2023). Mapping the viewer experience in cinematic virtual reality: A systematic review. PRESENCE: Virtual and Augmented Reality, 32, 205–229. https://doi.org/10.1162/pres_a_00409

Yuan, X., & He, H. (2023). The fusion method of virtual reality technology and 3D movie animation design. International Journal of Advanced Computer Science and Applications, 14(11). https://doi.org/10.14569/ijacsa.2023.01411101

Zagalo, N., Branco, V., & Barker, A. (2003). From the necessity of film closure to inherent VR wideness. In O. Balet, G. Subsol, & P. Torguet (Eds.), Virtual storytelling: Using virtual reality technologies for storytelling (pp. 74–77). Springer. https://doi.org/10.1007/978-3-540-40014-1_9

Zhang, Y., & Weber, I. (2023). Adapting, modifying and applying cinematography and editing concepts and techniques to cinematic virtual reality film production. Media International Australia, 186(1), 115–135. https://doi.org/10.1177/1329878x211018476

Zhang, Y., Zhou, H., Jiang, Z., Tang, Z., Luo, T., & Lei, Q. (2025). Exploring viewing modalities in cinematic virtual reality: A systematic review and meta-analysis of challenges in evaluating user experience. Proceedings of the ACM on Human-Computer Interaction, 9(2). https://doi.org/10.1145/3710980

Zhuang, K. (2021). Film and television industry cloud exhibition design based on 3D imaging and virtual reality. Displays, 70, Article 102107. https://doi.org/10.1016/j.displa.2021.102107

Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3), 429–472. https://doi.org/10.1177/1094428114562629

Downloads

Published

2026-09-30

How to Cite

Zhi , S., Tse , G. T., & Chiou , S. C. (2026). VIRTUAL REALITY IN FILM AND TELEVISION PRODUCTION: A BIBLIOMETRIC - INFORMED LITERATURE REVIEW OF WEB OF SCIENCE PUBLICATIONS. INTERNATIONAL JOURNAL OF INNOVATION AND INDUSTRIAL REVOLUTION (IJIREV), 8(26), 858–873. https://doi.org/10.35631/IJIREV.826051