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dc.contributor.authorSzita, Kata
dc.date.accessioned2023-09-27T10:33:25Z
dc.date.available2023-09-27T10:33:25Z
dc.date.issued2024
dc.date.submitted2024en
dc.identifier.citationKata 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-en
dc.identifier.otherY
dc.identifier.urihttp://hdl.handle.net/2262/103923
dc.descriptionPUBLISHEDen
dc.description.abstractVirtual 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.en
dc.format.extent103150en
dc.language.isoenen
dc.relation.ispartofseriesInternational Journal of Human-Computer Studies;
dc.relation.ispartofseries181;
dc.relation.urihttps://doi.org/10.1016/j.ijhcs.2023.103150en
dc.rightsYen
dc.subjectWell-beingen
dc.subjectSocial isolationen
dc.subjectNarrative engagementen
dc.subjectAudience effecten
dc.subjectSocial virtual realityen
dc.subjectVirtual reality cinemaen
dc.titleGoing to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewingen
dc.typeJournal Articleen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/szitak
dc.identifier.rssinternalid259000
dc.identifier.doi10.1016/j.ijhcs.2023.103150
dc.rights.ecaccessrightsopenAccess
dc.relation.doi10.1016/j.ijhcs.2023.103150en
dc.relation.citesCitesen
dc.relation.citesCitesen
dc.subject.TCDThemeNeuroscienceen
dc.subject.TCDTagCognitive scienceen
dc.subject.TCDTagFICTIONen
dc.subject.TCDTagfictionalityen
dc.subject.TCDTagpretenseen
dc.subject.TCDTagreality-fiction distinctionen
dc.identifier.rssurihttps://doi.org/10.1016/j.ijhcs.2023.103150
dc.identifier.orcid_id0000-0002-3177-9980
dc.subject.darat_thematicCommunicationen
dc.status.accessibleNen


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