Presence and Flow in the Context of Virtual Reality Storytelling: What Influences Enjoyment in Virtual Environments?
Open accessAbstract
Virtual reality (VR) has widely been implemented in a variety of industries, with immersive storytelling now gaining popularity in the field of journalism. In this regard, there are many important questions about which direction modern journalism should take as a whole. To test the feasibility of immersive storytelling, this study developed a cognitive experience model containing paths for presence, flow, credibility, empathy, understanding, and enjoyment. A total of 131 participants were divided into three groups and exposed to either VR, 360-degree videos, or two-dimensional (2D) videos, then asked to rate their experiences. With the exception of understanding, results showed that the VR and 360-degree videos were more highly evaluated in each path when compared with 2D videos. In this case, technical attributes did not greatly affect the study variables. However, presence played a vital role in news promotion, while flow was positively affected by presence; flow also affected other variables when combined with presence. Finally, a structural equation model was tested and the weights of the different influences on the enjoyment impact were presented. In sum, this study found that immersive storytelling improved both presence, flow, and credibility, which jointly and positively affected enjoyment. Understanding negatively affected enjoyment. Empathy had little effect on enjoyment in the model.
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- Authors
- Yang, S., & Zhang, W.
- Affiliations
- University of Basel (CH)
- Department of Information Engineering, Tibet University for Nationalities, Xianyang, China.
- Corresponding author
- Yang, Shuran
- ORCID
- Yang, Shuran
- Venue
- Cyberpsychology, Behavior, and Social Networking
- Publisher
- SAGE Publications
- Published
- 2022-02
- Volume
- 25
- Issue
- 2
- Pages
- 101-109
- ISSN
- 2152-2715 (ISSN-L)
- 2152-2723
- OpenAlex
- W4200031725
- Cited by
- 49
- References
- 55
- Citations by year
- 2026: 11 · 2025: 16 · 2024: 9 · 2023: 10 · 2022: 2 · 2021: 1
- FWCI
- 3.37
- Type
- journal article
- Language
- en
- Open access
- green
- doi.org
- Locations
- Cyberpsychology Behavior and Social Networking (publishedVersion)
- PubMed (publishedVersion)
- edoc (University of Basel) (acceptedVersion)
- edoc (University of Basel)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Keywords
- virtual reality storytelling, immersive journalism, presence, flow, enjoyment, credibility, empathy, understanding, 360-degree video
- MeSH terms
- Virtual Reality, Communication, Emotions, Empathy, Humans, Pleasure
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