غوطه وری در قطعه های واقعیت مجازی خبری با تمرکز بر فاکتورهای شناختی با استفاده از نظریه داده بنیاد (مقاله علمی وزارت علوم)
درجه علمی: نشریه علمی (وزارت علوم)
آرشیو
چکیده
با توجه به اینکه مخاطبان، محور اصلی ژورنالیسم واقعیت مجازی به شمار می آیند؛ بنابراین، هرگونه مطالعه در این حوزه بدون درک و شناخت این افراد، امری ناقص و بیهوده خواهد بود. بنابراین، به طور کلی سعی بر ان است که بر نقش فعالانه مخاطبان در چگونگی شکل گیری و روند رو به رشد این صنعت تمرکز شود. کیفیت تجربه فرد از روایت خبری ارائه شده توسط ژورنالیسم واقعیت مجازی علاوه بر فاکتورهای تکنولوژیکی که پیش نیاز ساخت یک قطعه به شمار می آیند، وابسته به پارامترهای بسیاری است که مهم ترین آنها مرتبط با علوم شناختی و رفتاری مخاطبان است. در این راستا، این مقاله نیز با تکیه بر مطالعات مربوط به کاربران و همچنین مصاحبه عمیق با افراد خبره حوزه ژورنالیسم و علوم شناختی، با استفاده از روش داده بنیاد به شناسایی مقوله های تاثیرگذار بر عمق غوطه وری تجربه شده توسط افراد پرداخته و در نهایت مدلی مفهومی ارائه کرده است. در این مدل، «درگیری کاربر با محیط» به عنوان مقوله محوری شناسایی شد. این مقوله متاثر از عوامل زمینه ای چون «ویژگی های دموگرافیک کاربران» و «نوع خبر»، و همچنین عوامل مداخله گر «تروما» و «عوامل بازدارنده استفاده از فناوری واقعیت مجازی» است. از سوی دیگر سه مقوله «شناخت»، «روایتگری» و «چگونگی ساخت قطعه» شرایط علی را فراهم کردند که زمینه ساز غوطه ور شدن مخاطب در روایت خبری است. در نهایت، «تمرکز بر فاکتورهای شناختی مخاطب» در ساخت قطعه ها و به طور کلی اولویت قرار دادن کاربران راهبرد پیشنهادی بوده که دو پیامد «افزایش غوطه وری» و «تغییر هنجارها و رفتارها» را به همراه داشت.Immersion in VR News Pieces Focusing on Cognitive Factors Based on Grounded Theory
Considering that the users are the main focus of immersive journalism, any study in this field without understanding and recognizing them is incomplete. The quality of the VR news experience depends on many parameters, the most important of which are related to the cognitive and behavioral science of the users, apart from the technological factors that are prerequisites for making VR. In this regard, through interviews with experts in journalism and cognitive sciences, this research identified the categories that influence the depth of user’s immersion based on the Grounded Theory methodology and finally presented a conceptual model. The phenomenon of the model is “user involvement”. This category is affected by contextual factors such as "user’s demographic characteristics" and "type of news", as well as the intervening factors of "trauma" and "preventing factors of using virtual reality". In addition, the three categories of "cognition", "narrative" and "crafting pieces" provided the causal conditions that are the basis for the immersion in the news narrative. Finally, "focusing on user’s cognitive factors" in creating VR pieces is the interaction strategy that brought two consequences of "increasing immersion" and "changing norms and behaviors". IntroductionIn an era characterized by rapid technological advancement and digital transformation, journalism stands at the precipice of a profound evolution. The fusion of virtual reality (VR) with journalism has emerged as a pioneering innovation, propelling the field into a new dimension – the metaverse. This dynamic convergence is reshaping how news is both reported and consumed, presenting a paradigm shift that warrants a closer examination. Traditional journalism has long been the cornerstone of information dissemination, serving as society’s watchdog and providing a lens through which we view the world. However, with the advent of VR and its integration into news reporting, we find ourselves on the cusp of a revolution that promises to redefine the very essence of journalism. The immersive nature of VR enables audiences to step inside the stories they consume, transcending the limitations of two-dimensional screens and forging a connection that goes beyond words and images. At the heart of this transformation is the metaverse –a digital universe where virtual and real-world experiences coalesce seamlessly. Within this expansive virtual realm, the potential for immersive, interactive journalism knows no bounds (Uskali & Sirkkunen, 2020, P. 6).In an ever-evolving landscape of journalism, Virtual Reality (VR) journalism stands as a transformative force, not merely conveying information to audiences, but immersing them in the stories with a dynamic and active role. One of the intriguing aspects of this evolution is the dynamic role played by the audience, who, in the realm of Virtual Reality and the metaverse, are no longer passive news consumers but active participants in the storytelling process. Traditionally, audiences in journalism assumed the role of static observers and receivers of news (Shin, 2018, P. 65). However, with the emergence of Virtual Reality and its integration with the metaverse, audiences are no longer mere spectators; they become active participants deeply embedded in situations and places beyond their physical reality. This transcends the conventional viewing of news reports and empowers audiences to actively contribute to news production (McMahan, 2016, P. 68).Secondly, within the metaverse, audiences interact with characters and other audience members, express their opinions, and directly engage in news creation. These active interactions provide a powerful tool for fostering increased engagement and a deeper understanding of news topics (Shin, 2016, P. 141). In this article, we delve into the exploration of the dynamic role of audiences in Virtual Reality journalism and examine the impacts of this role on the reporting process and media communications. From shifting public opinions to experiencing active audience engagement in the metaverse, we delve deep into these transformations, highlighting the formation of a two-way and dynamic relationship between media outlets and their audiences.Research QuestionHow can we enhance audience immersion in virtual reality news content by strategically addressing their perceptual systems and cognitive factors? Literature ReviewVirtual reality (VR) in storytelling, exemplified by De la Peña et al.'s (2010) "Immersive Journalism," demonstrates its popularity. The study explores user participation in simulated news events, highlighting heightened presence through avatars and virtual scenario reconstruction. It advocates for a fundamental shift in journalism perspectives, aligning with embodied cognition theory. Immersive journalism aims to provide empathetic, simulated experiences, potentially influencing real-world actions. VR's impact on perceptual experiences is acknowledged, with powerful illusions forming the foundation of these experiences.It discusses the unique potential of virtual reality (VR) in journalism, emphasizing its ability for deep behavioral influence. Research, like that of Yee & Bailenson (2007), indicates that avatars in VR can alter user behavior. Recent studies focus on VR’s positive role in creating empathy. For example, Ma (2020) suggests immersive storytelling enhances social engagement. Breves (2021) explores how spatial presence in VR persuasively impacts cognitive processes. The text touches on the emergence of the metaverse and highlights the need for further research in the evolving field of VR journalism. MethodologyIn this article, the research process follows an inductive approach due to the absence of specific laws for identifying cognitive factors influencing the quality of user immersion in virtual reality (VR) experiences. The study aims to explore these cognitive factors affecting immersion by engaging targeted experts in journalism, VR, cognitive sciences, and VR content creators. Data collection involves document analysis and in-depth interviews using Skype. The data is analyzed using the Strauss and Corbin method with a focus on cognitive factors impacting user immersion in VR storytelling.The research participants were selected purposefully, and key themes in the interviews include defining cognition, main stimuli for cognitive factors, factors inducing immersion, cognitive factors affecting user engagement, and interaction with simulated environments. The research process spans over four years, and to enhance credibility, the researcher consulted participants and another expert coded four interviews for inter-coder reliability, yielding a reliability coefficient of 73.0%. The study’s reliability is confirmed as the coefficient is above 70%. ResultsIn the Grounded theory approach, interview texts underwent open coding, extracting initial codes that were then compared to identify related phenomena. Concepts like “attention” emerged, involving cognitive focus, intentional neglect of irrelevant details, and concentrating energy on essential information to avoid distractions and complete specific tasks.All concepts were extracted through this process. The identification of concepts and categories continued until the researcher did not discover any new concepts, essentially reaching saturation. In total, 100 codes, 29 concepts, and 14 categories were identified. Figure 1. Conceptual Model of cognitive factors affecting audience immersionCasual Conditions CognitionNarrativeCrafting the pieceCentral Phenomenon User Engagement and Immersive PerceptionStrategies Focusing on the user's cognitive factors in creating virtual reality news piecesOutcomes Increasing perceived immersionChanging norms and beliefs Intervening Conditions Demographic User FeaturesNature of News Contextual Conditions TraumaInhibiting Factors of Virtual Reality Usage Discussion5.1. Central phenomenonThis article focuses on “User Engagement and Immersive Perception,” highlighting the significance of “Interaction” as a cornerstone for user immersion. Seamless alignment of virtual events with user expectations fosters a profound sense of immersion. Quotes emphasize the impact of substituting real-world stimuli, physically adjusting viewpoints, and empowering users to explore beyond scripted narratives. The provided quotes shed light on identified codes:“The substitution of real-world stimuli with virtual counterparts elicits a profound sense of complete immersion.”“Empowering users to explore the environment beyond scripted narratives results in an unmistakable enhancement of immersion.”The concept of the “First-Person Experience” plays a crucial role in immersive journalism. The objective is to immerse users in a first-person perspective during events, allowing them to undergo news stories firsthand. Quotes highlight the experiential context of stepping into a story, encountering it through a first-person lens, and the critical role of three-dimensional graphics in creating an interactive first-person perspective. The immersive experience transforms into knowledge unattainable through traditional journalism, showcasing the potency of both conventional and immersive storytelling. The following quotes further underscore this concept:“In an experiential context, individuals step into a story, encountering it through a first-person lens, moving within and interacting realistically.” “These theoretical discussions share striking similarities, emphasizing the critical role of three-dimensional graphics in crafting the illusion of a fully interactive first-person perspective, transcending mere camera positions.”5.2. Casual conditionsFocusing on enhancing immersive quality, three pillars shape the experience: “Cognition”, “narrative” and “ crafting the piece”.Cognition:Schema: Users’ knowledge structures impact immersion. If experiences don’t align with existing schemas or create new ones, cognitive dissonance disrupts harmony.Orientatin: Recognizing individuals and self-awareness are vital for enjoyment and immersion.Past Experience: Similar past experiences significantly influence users’ perception and immersive depth.Narrative:Realism: Theplace illusion and plausibility in virtual environments are crucial for perceptual stability and creating a tangible experience.Interactive Scenario: Active user participation enhances the illusion of presence, blurring the line between observer and participant.Crafting the Piece:Audio Quality: Sound is the backbone of storytelling, playing a crucial role in immersive journalism.Visual Quality: Initial immersion relies on visual display, creating a sensation unique to immersive journalism.These elements converge to craft an engaging and immersive virtual reality journalism experience.5.3. Contextual conditionsThe categories of “Demographic User Features” and the “Nature of News” chosen for virtual reality creation acts as the linchpin determining the augmentation or hindrance of immersive quality. These elements, encompassing age, gender, education, and social standing, prove pivotal. Emotional variances, persuasiveness, age, and the overall well-being shaping users’ lives are initial influencers, possibly steering the audience’s propensity for virtual reality engagement and, on a broader scale, molding their conduct and viewpoint. Noteworthy quotes include:“Attitudes cultivated through profound cognitive engagement or transformative shifts compared to those grounded in superficial cognitive processes cultivate more enduring and favorable behaviors.”“The behavior and mindset of an individual hinge on their literacy and knowledge levels. Consequently, this can significantly impact the user’s ability to connect with the narrative.”Conversely, the selection of news types for virtual reality production holds significance. Not all news is inherently suitable for virtual reality journalism, with only specific themes demonstrating aptness for this platform. If the chosen news type is incongruous, it risks diminishing the level of immersive experience. Conversely, judicious selection of news types can yield superior outcomes in captivating the audience with the subject matter. Exemplary quotes comprise:“While immersed in crime journalism, theft, and media coverage of racism, gender discrimination, and the like, we navigate these realms. Yet, I contend that only select topics within this spectrum prove beneficial and practical for virtual reality journalism.”“News conducive to immersive journalism are those that enrich the user’s comprehension of the event, actively involving them in the unfolding narrative.”5.4. Intervening conditionsTwo significant factors, ‘Trauma’ related to users and ‘Inhibiting Factors of Virtual Reality Usage’ tied to technology, exert substantial negative influence, undermining the core subject’s quality. The combination of ‘Disorder’ and ‘Claustrophobia’ shapes the ‘Trauma’ issue, with virtual reality equipment intensifying anxiety and inducing discomfort, impacting the immersive experience. The narrative space acts as an amplifier, heightening anxiety, particularly for users with real-world trauma, posing risks for producers. Additionally, barriers like high costs and limited accessibility hinder widespread virtual reality adoption, creating a challenging landscape. Noteworthy quotes emphasize caution in deploying tools for trauma survivors and address potential medical or psychological consequences, highlighting the obstacles in virtual reality’s emerging technology adoption.5.5. StrategiesThe primary goal of immersive journalism is to foster empathy by enabling the audience to connect with narrated stories, placing themselves in similar situations. Immersion is achieved when the news storyline aligns with the audience’s cognitive factors, enhancing their inclination and motivation. Focusing on cognitive elements plays a significant role in immersing the audience in the virtual narrative.5.6. Outcomes The presented strategy of “increasing perceived immersion” among audiences leads to broader outcomes, such as “changing norms and beliefs.” Immersion involves concepts like “suspension of disbelief,” “acceptance,” and “transference,” emphasizing user interaction with news narratives and a more realistic understanding of the virtual world. Norman Holland suggests that when individuals engage with a narrative, their brains immerse in perception, delaying critical evaluation until disengagement. This immersion is crucial for empathy and unbiased judgment. Additionally, focusing on cognitive factors can intensify audience immersion.On the other hand, the shift in norms and beliefs is the second outcome of immersive journalism’s cognitive focus, encompassing “catharsis” and “creating new knowledge.” The virtual space enables individuals to explore events without real-world consequences, aiding emotional release and achieving catharsis. Moreover, immersive news, addressing issues like climate change, can evoke empathy and drive societal change. The impact extends to individual, social, and global levels, showcasing the potential of this industry to influence behavior and reshape global societal norms. Conclusionimmersive journalism, utilizing virtual reality (VR), transforms storytelling by immersing users in news events. Dolapena’s 2010 study emphasizes a shift in journalism perspectives, focusing on cognitive factors like perception and psychology. The proposed model, derived from expert interviews, identifies six key elements, emphasizing user engagement, environmental interaction, and immersion perception. Strategic attention to cognitive factors enhances user involvement, increasing empathy and immersion. The primary outcome is heightened user empathy, while the secondary outcome positively impacts global norms and beliefs. Challenges in VR storytelling revolve around the dynamic relationship between immersion and user cognition, emphasizing the pivotal role of individual characteristics.Keywords: Virtual Reality, Immersion, Narrative, Immersive Journalism, Cognition.