Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions

互动性 讲故事 移情 心理学 可靠性 感知 功能可见性 虚拟现实 认知 社会心理学 新闻 召回 叙述的 认知心理学 多媒体 计算机科学 人机交互 媒体研究 社会学 艺术 神经科学 法学 文学类 政治学
作者
S. Shyam Sundar,Jin Kang,Danielle Oprean
出处
期刊:Cyberpsychology, Behavior, and Social Networking [Mary Ann Liebert, Inc.]
卷期号:20 (11): 672-682 被引量:207
标识
DOI:10.1089/cyber.2017.0271
摘要

Immersive journalism in the form of virtual reality (VR) headsets and 360°-video is becoming more mainstream and is much touted for inducing greater "presence" than traditional text. But, does this presence influence psychological outcomes of reading news, such as memory for story content, perceptions of credibility, and empathy felt toward story characters? We propose that two key technological affordances of VR (modality and interactivity) are responsible for triggering three presence-related cognitive heuristics (being-there, interaction, and realism), which influence news readers' memory and their perceptions of credibility, empathy, and story-sharing intentions. We report a 3 (storytelling medium: VR vs. 360°-video vs. Text) × 2 (story: "The displaced" and "The click effect") mixed-factorial experiment, in which participants (N = 129) experienced two New York Times stories (that differed in their emotional intensity) using one of the three mediums (VR, 360°-video, Text). Participants who experienced the stories using VR and 360°-video outperformed those who read the same stories using text with pictures, not only on such presence-related outcomes as being-there, interaction, and realism, but also on perceived source credibility, story-sharing intention, and feelings of empathy. Moreover, we found that senses of being-there, interaction, and realism mediated the relationship between storytelling medium and reader perceptions of credibility, story recall, and story-sharing intention. These findings have theoretical implications for the psychology of virtual reality, and practical applications for immersive journalism in particular and interactive media in general.
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