2026
Autores
Silveira, RA; Mamede, HS; Santos, A;
Publicação
CONVERGENCE-THE INTERNATIONAL JOURNAL OF RESEARCH INTO NEW MEDIA TECHNOLOGIES
Abstract
Virtual production (VP) is becoming central to film and television education, with universities offering degree programs, minors, tracks, electives, and short-term credentials. This review of 115 English-language sources, including 55 curricula from 49 higher education institutions (HEI), shows VP as a socially uneven, tool-weighted formation clustered in well-resourced Anglophone systems. Curricula overwhelmingly foreground real-time workflows, engine-driven pipelines, and stage operations over story development, audio design, and game-adjacent or interactive practices. The core tools include the Unreal Engine, motion-capture systems, and LED volumes, framed as prestige infrastructure rather than collective capacity. Programs emphasize employability, production-style blocks, and 'learning by doing real jobs', supporting industry transition but compressing experimentation, critique, and cross-cultural perspectives. Competency stacks map robust technical cores but reveal structural gaps in leadership, narrative, sound, and AI/ML literacy. The findings argue that evaluating VP education requires analyzing how programmes distribute technological and symbolic capital, organize human-machine networks, and produce learning spaces. Future research should model VP curricula as sociotechnical networks, measure AI integration maturity, test transferability, track longitudinal outcomes, map non-English ecosystems, and formalize stage pedagogy frameworks.
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