Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing
Citation:
Kata Szita, Wyatt Moss-Wellington, Xiaolin Sun, Eugene Ch'ng, Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing, International Journal of Human-Computer Studies, 181, 2024, 103150-Download Item:
Abstract:
Virtual reality cinemas offer computer-generated screening environments that resemble physical-world movie
theaters for avatar-based viewers. Reflecting on virtual spectatorship in the context of social isolation, the
present study investigates whether VR cinemas could provide an alternative for collective movie watching and
whether they could facilitate an engaging experience similar to other, physical-world co-viewing environments.
To measure these effects, we designed a behavioral experiment in which participants watched a feature film
sequence either in VR or a physical screening room in the presence or absence of viewing companions. After
viewing, participants’ experiences—including emotional engagement, narrative empathy, presence, social ex-
periences, and physical and mental well-being—were recorded using survey methods. We observed that VR
viewing can produce an equally enjoyable film experience, as well as similar levels of emotional engagement and
narrative empathy, while it leads to increased comprehension of characters’ feelings and sense of narrative
engagement. In addition, social viewing may mean less engagement and more distractions depending on the
screening environment. We also found that even though previous virtual reality exposure negatively correlates
with comfort and well-being during viewing, early adopters of technology and VR supporters are more likely to
have an enjoyable and engaging film experience.
Author's Homepage:
http://people.tcd.ie/szitakDescription:
PUBLISHED
Author: Szita, Kata
Type of material:
Journal ArticleCollections
Series/Report no:
International Journal of Human-Computer Studies;181;
Availability:
Full text availableKeywords:
Well-being, Social isolation, Narrative engagement, Audience effect, Social virtual reality, Virtual reality cinemaSubject (TCD):
Neuroscience , Cognitive science , FICTION , fictionality , pretense , reality-fiction distinctionDOI:
10.1016/j.ijhcs.2023.103150Metadata
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