The paradigm shift in immersive journalism through the British media BBC
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Publication date
2025
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Compás
Citation
Sánchez Franco, V., y Lavilla Muñoz, D.J. (2025). Marketing and Communication in the digital age: AI, social media, and new narratives. En C. Barros y J. Sierra (Ed.) The paradigm shift in immersive journalism through the British media BBC, (pp. 198-215). Guayaquil: Compás.
Abstract
The chapter is based on a series of questions that will be answered throughout the chapter. On the one hand, one of the main questions, and one that is given priority, is whether the media significantly create immersive content to efficiently disseminate the journalistic message.
On the other hand, we also reflect on the existence of practical cases that could be taken as an example or starting point for those previously established, so this question is also linked to the example of the chapter itself with the English Channel BBC as one of the possible references to be taken into account in this area. In this case, the aim is to review which media apply immersion in a virtuous way on a frequent or regular basis.
Likewise, the main objective of the chapter follows a very even line in which it seeks to identify one or several media that can be taken as a strong example of the application of immersion in the field of journalism and studying in what way and through what trends and environments it does it.
These two issues serve as a starting point for the topics to be addressed in the chapter, since BBC was one of the first broadcasters to join the trend of immersive content development. And it is, together with the American CNN (Lavilla and Sánchez, 2024), one of the most outstanding examples within the global media landscape in offering a different narrative alternative to what had been developed until then by conventional audiovisual media. All this bet revolved around a clear, direct and ambitious business objective: to offer the prosumer, from its multiplatform, a new audiovisual alternative to try to interact with the content in a more gamified (Teixes, 2014) and interactive way (Teixes, 2014).













