Research Findings on Film Spectatorship and Anhedonia

The Gaze and Spectatorship

Colman examines different factors that impact spectatorship, with a specific focus on the idea of the gaze. This is really important for guiding viewers' focus and influencing how they interact with what they see on the screen. The appearance of characters and the way they are filmed has a big impact on how the audience feels and what they think. For example, close-up shots can give a feeling of being up close and personal, while wide shots can make you feel alone and isolated. The gaze also intersects with the narrative perspective, shaping how viewers understand and make sense of what's happening. Using point-of-view shots or non-linear storytelling can create a more engaging and immersive experience, according to Smith (2007) and Mulvey (1975).

I conveyed Lily's (protagonist) inner turmoil in my project. I wanted to engage the audience by capturing her emotions during moments of hallucination and calm, using the immersive experience to create a sense of immersion in her subjective experience. This technique was influenced by films such as "Black Swan," where the focus on the protagonist's emotions plays a vital role in depicting their journey into madness.

Cultural and Social Contexts

Mayne's research emphasises how cultural, social, and historical contexts shape the way people experience films. The way viewers perceive and feel about films is influenced by their cultural backgrounds, social identities, and historical awareness. Take, for instance, how a viewer's gender, race, or class can shape their understanding of characters and stories, resulting in a range of different interpretations (Mayne, 1993).

My main character's struggles with mental health and family conflict in my immersive experience resonate with people on a universal level, while also being deeply personal. 

Interpersonal Dynamics

Zillmann and Vorderer highlight the significance of character development and social interactions in captivating audiences. Our connection to characters is built upon their relationships, motivations, and personalities. Characters that are relatable and have different motivations can make us feel connected to them and evoke a variety of emotions, making the experience more immersive (Zillmann & Vorderer, 2000). 

The development of Lily's character was a key focus of my project. I wanted to create a story that viewers could really connect with by showing the main character's dreams, challenges, and eventual showdown with her mother. This experience was created to help people understand and connect with others on a deeper level. Admittedly, u
pon reviewing my recent video project, I have come to realise a notable flaw in the way character development was depicted. Given the limited 15-minute runtime, I struggled to fully develop the protagonist's character. It was quite challenging to effectively capture her hopes, dreams, and overall personality. Due to the need to focus on other aspects of the video, the portrayal of her character development was somewhat lacking. This experience has made it clear that a more balanced approach is necessary in future projects, where character depth is not compromised for the sake of other narrative components. 

Differences Among Individuals
Zillmann and Vorderer also discuss how viewers' preferences and interpretations can be influenced by their individual predispositions, such as personality traits and cultural backgrounds. How audiences engage with films and their emotional responses can be influenced by individual differences (Zillmann & Vorderer, 2000).

When creating my immersive experience, I thought about how different viewers might react. I used various techniques to engage the senses and tell a story, with the goal of evoking different emotional and cognitive responses to make a stronger impact. 
Based on the feedback I received, it seems that my project's impact may be too unsettling for some viewers. The opinions of my peers highlighted the range of personality traits and differences in preferences among us. I couldn't help but wonder if my experience was too scaryfor the average audience. I have a personal inclination towards sensory experiences that have a lasting impact, although I understand that not everyone may share this preference. This feedback has reminded me of the importance of finding a balance between my artistic vision and appealing to a wider audience in future projects.

Editing, cinematography, and sound design

Smith's research explores the impact of editing, cinematography, and sound design on how audiences perceive and emotionally connect with films. When you edit a film, it can really change the way the scenes flow and the timing of everything. And when it comes to cinematography, it has a big impact on how viewers perceive the   movie. According to Smith (2007), sound design, which includes music, dialogue, and sound effects, plays a crucial role in enhancing the emotional and atmospheric elements of storytelling.

For my project, I utilised quick cuts and contrasting scenes to intensify the tension during Lily's hallucinations. The visual aesthetic of the film was influenced by shows such as "The Responder," resulting in a dark and eerie colour grading that perfectly complemented the psychological tone. I used various sound effects like whispering, demonic laughter, and others to enhance the immersive experience and reflect Lily's mental state. Sound design played a crucial role in achieving this.

Through my research I found that when we watch films, we become active participants, shaping our understanding and interpretation of the story. According to Bordwell and Thompson (2008), various elements such as visual imagery, narrative structure, and audiovisual components like music and sound effects play a role in this dynamic process.

When viewers interact with these elements, they are able to fully immerse themselves in the story. For my project, I wanted to make a story that would engage viewers and make them think about the plot and characters. This approach was influenced by films that aim to create an interactive and engaging experience for viewers. 
I have always been an avid lover of all things sensory, finding myself more engaged when an experience stimulates the senses. My aim was to create something both eerie and psychologically thrilling, akin to the films I have discussed in my journaling. These films captivate me with their ability to evoke a profound sensory response and leave a lasting psychological impact. This passion guided my approach to the project, driving me to craft an experience that would immerse the audience in a similar way.

Engaging with the Audience's Thoughts and Feelings

When it comes to watching films, cognitive-motor spectatorship looks at how viewers physically interact with the films. This includes showing their emotions and getting physically involved by using gestures and changing their posture. Connecting with characters and experiencing physical and physiological responses to the narrative can enhance emotional involvement (Chion, 1994; Plantinga, 2009).

During my immersive experience, I wanted to create intense scenes that would evoke physical reactions from viewers, making them lean forward or even cover their eyes
Admittedly, this project was a bit challenging, especially considering my limited skills in film and motion design. During my journaling, I often mentioned feeling disconnected, which I believed was due to the slow pacing and underdeveloped characters. Although faced with some difficulties, I decided to incorporate a couple of jump scares in my video to enhance viewer engagement. This attempt aligned with my goal of crafting an immersive and emotionally captivating encounter, despite the constraints imposed by my technical abilities that affected the final outcome.. .

Anhedonia and film viewing

When people experience anhedonia, they may find it difficult to enjoy films and engage with them fully. People who struggle with anhedonia may have a hard time finding pleasure in films, feeling like they don't bring them much fulfilment. Having this condition might make it harder to find the motivation to do things you enjoy, like watching films (Treadway & Zald, 2011).

For my immersive experience, I wanted to create an environment that would be engaging for individuals with anhedonia by stimulating their senses. I wanted to create a more immersive and interesting experience by using different sensory elements like visuals, sounds, and storytelling. I drew inspiration from holistic treatments for anhedonia, incorporating techniques like nature exposure and music therapy into my approach. These elements were created to engage the senses and evoke emotional reactions, which could help counteract anhedonia (Carreno, 2020).

In summary
The creation of my immersive experience was influenced by research findings on spectatorship, cultural contexts, character dynamics, and technical film elements. I crafted a narrative and sensory experience to captivate and emotionally resonate with viewers by understanding how various factors influence audience engagement. I improved my project by listening to feedback from my peers and taking inspiration from influential films. This helped me make it more engaging and meaningful. I believe it's crucial to design experiences that are inclusive and engaging for everyone, and considering anhedonia helps me emphasise this point.

References
Smith, M. (2022). Engaging Characters: Fiction, Emotion, and the Cinema. [online] Google Books. Oxford University Press. Available at: https://books.google.co.uk/books?hl=en&lr=&id=LmxvEAAAQBAJ&oi=fnd&pg=PP1&dq=Smith.
Mulvey, L. (1975). Visual Pleasure and Narrative Cinema. Screen, 16(3), pp.6–18. doi:https://doi.org/10.1093/screen/16.3.6.
Mayne, J. (2002). Cinema and Spectatorship. Routledge.
Zillmann, D. and Vorderer, P. (2000). Media Entertainment. Routledge.
Plantinga, C. (2009). Moving viewers : American film and the spectator’s experience. Berkeley: University Of California Press.
Bordwell, D. and Thompson, K. (2008). Film Art. McGraw-Hill Humanities, Social Sciences & World Languages.
Chion, M. (1994). Audio-vision: Sound on Screen. New York: Columbia University Press.
Gorbman, C. (1987). Unheard Melodies. Bloomington : Indiana University Press.
Nichols, B. (2010). Introduction to Documentary, Second Edition. Bloomington: Indiana University Press.
‌Sobchack, V. (1992). The address of the eye : a phenomenology of film experience. Princeton, Nj: Princeton Univ. Press.
‌Carroll, N. (2012). Philosophy of Art. Routledge.
‌Simpson, E.H. and Balsam, P.D. (2016). Behavioral Neuroscience of Motivation. Cham Springer International Publishing.
Fancourt, D. and Finn, S. (2019). What is the evidence on the role of the arts in improving health and well-being. World Health Organisation.
Ranjot Singh Chahal (2024). How Depression Shapes Every Aspect of Life: A Holistic Exploration. Rana Books.
Plantinga, C. (2009). Moving Viewers. Univ of California Press.


Back to Top