Miguel Barreda-Ángeles
Biographic Data
| ID | 6488081 |
|---|---|
| NAME | Miguel Barreda-Ángeles |
| GIVEN NAMES | Miguel |
| FAMILY NAME | Barreda-Ángeles |
| SIGNATURE | BARREDA-ÁNGELES M |
| AFFILIATIONS | Vrije Universiteit Amsterdam |
| ORCID | 0000-0002-5056-7633 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 9 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
An Exploration of Virtual Reality User Profiles and Their Relationship with Symptoms of Addiction
Previous research on digital media and well-being showed that the impact of media technologies on users largely depends on specific usage characteristics, context, and individual user factors. This research report explores the existence of distinct user profiles in virtual reality (VR), using an existing dataset and applying latent class analysis. The results point to the existence of three classes: two of them primarily include VR game users, wh…
Experiences of Depersonalization/Derealization Among Users of Virtual Reality Applications
Previous research shows that virtual reality (VR) users may experience symptoms of depersonalization/derealization (DPDR) immediately after use. However, the impact of long-term VR use on these symptoms has not been analyzed so far. In a preregistered study, we conducted an online survey among a bigger sample of VR users ( N = 754) to investigate the relationship between time of use during the past 6 months and the presence of DPDR symptoms. The …
Feelings of presence and perceived social support in social virtual reality platforms
Social virtual reality (social VR) platforms are gaining popularity among users. Previous qualitative research suggests that feelings of presence can make these platforms an attractive environment to obtain social support from others. Building on these exploratory insights, we carried out a quantitative study to illuminate how different types of presence in social VR platforms facilitate social support. The results of a large survey conducted amo…
Psychological benefits of using social virtual reality platforms during the covid-19 pandemic
220) indicate that feelings of spatial presence predict these three outcomes, while social presence predicts relatedness and enjoyment, but not self-expansion. Socialization activities like meeting friends in VR are associated with relatedness and enjoyment, while playful and creative activities allow for self-expansion. Moreover, the perceived impact of social distancing measures was associated with an increase in use, suggesting the utility of …
Development and experimental validation of a dataset of 360°-videos for facilitating school-based bullying prevention programs
Virtual Reality (VR) is considered an effective way to boost empathy by adopting the perspective of others, thus having clear potential for improving anti-bullying programs. However, this potential benefit of VR is limited by both the lack of adequate content and the lack of empirical evidence of its effectiveness. In this article, we present the process of co-creation of a set of 360°-videos representing the experience of victims of bullying fro…
An “Empathy Machine” or a “Just-for-the-Fun-of-It” Machine? Effects of Immersion in Nonfiction 360-Video Stories on Empathy and Enjoyment
Immersive storytelling is widely considered to have a great potential to foster empathy toward suffering people, as well as to provide enjoyable experiences able to attract wider audiences. This article examines how the immersive presentation of 360-video nonfiction contents impacts both empathy toward the characters and enjoyment of the experience and the interplay between these two psychological outcomes. Participants watched a series of 360-vi…
Virtual reality storytelling as a double-edged sword
This study examines the effects of the immersive presentation of nonfiction omnidirectional video on audiences’ cognitive processing. Participants watched a sample of 360°-video nonfiction content, presented either in a virtual reality headset or on a computer screen. Measures of heart rate variability and electrodermal activity were collected, together with self-reported ratings of presence, information recognition, and memory. The results indic…
Periodismo inmersivo en España
Este artículo analiza el estatus del periodismo inmersivo en España mediante el estudio de los contenidos en realidad virtual de los dos medios de comunicación, El País y RTVE. A partir de las aportaciones teóricas existentes, se ha elaborado una matriz de análisis de las principales características de los contenidos periodísticos inmersivos, y se ha aplicado ésta al análisis de un total de 75 piezas publicadas por estos dos medios. Los resultado…
La investigación sobre la atención durante el consumo de televisión
This article reviews how the study of attention to television has been addressed, the theoretical models applied, and the main developments to date. The key challenges for research on this topic are also outlined, both from the perspective of the expansion and improvement of the theoretical models available today, as well as from the point of view of their industrial application, specifically in the field of neuromarketing
Virtual reality storytelling as a double-edged sword
This study examines the effects of the immersive presentation of nonfiction omnidirectional video on audiences’ cognitive processing. Participants watched a sample of 360°-video nonfiction content, presented either in a virtual reality headset or on a computer screen. Measures of heart rate variability and electrodermal activity were collected, together with self-reported ratings of presence, information recognition, and memory. The results indic…
Periodismo inmersivo en España
Este artículo analiza el estatus del periodismo inmersivo en España mediante el estudio de los contenidos en realidad virtual de los dos medios de comunicación, El País y RTVE. A partir de las aportaciones teóricas existentes, se ha elaborado una matriz de análisis de las principales características de los contenidos periodísticos inmersivos, y se ha aplicado ésta al análisis de un total de 75 piezas publicadas por estos dos medios. Los resultado…
La investigación sobre la atención durante el consumo de televisión
This article reviews how the study of attention to television has been addressed, the theoretical models applied, and the main developments to date. The key challenges for research on this topic are also outlined, both from the perspective of the expansion and improvement of the theoretical models available today, as well as from the point of view of their industrial application, specifically in the field of neuromarketing
La investigación sobre la atención durante el consumo de televisión
This article reviews how the study of attention to television has been addressed, the theoretical models applied, and the main developments to date. The key challenges for research on this topic are also outlined, both from the perspective of the expansion and improvement of the theoretical models available today, as well as from the point of view of their industrial application, specifically in the field of neuromarketing
Periodismo inmersivo en España
Este artículo analiza el estatus del periodismo inmersivo en España mediante el estudio de los contenidos en realidad virtual de los dos medios de comunicación, El País y RTVE. A partir de las aportaciones teóricas existentes, se ha elaborado una matriz de análisis de las principales características de los contenidos periodísticos inmersivos, y se ha aplicado ésta al análisis de un total de 75 piezas publicadas por estos dos medios. Los resultado…
An “Empathy Machine” or a “Just-for-the-Fun-of-It” Machine? Effects of Immersion in Nonfiction 360-Video Stories on Empathy and Enjoyment
Immersive storytelling is widely considered to have a great potential to foster empathy toward suffering people, as well as to provide enjoyable experiences able to attract wider audiences. This article examines how the immersive presentation of 360-video nonfiction contents impacts both empathy toward the characters and enjoyment of the experience and the interplay between these two psychological outcomes. Participants watched a series of 360-vi…
Virtual reality storytelling as a double-edged sword
This study examines the effects of the immersive presentation of nonfiction omnidirectional video on audiences’ cognitive processing. Participants watched a sample of 360°-video nonfiction content, presented either in a virtual reality headset or on a computer screen. Measures of heart rate variability and electrodermal activity were collected, together with self-reported ratings of presence, information recognition, and memory. The results indic…
Development and experimental validation of a dataset of 360°-videos for facilitating school-based bullying prevention programs
Virtual Reality (VR) is considered an effective way to boost empathy by adopting the perspective of others, thus having clear potential for improving anti-bullying programs. However, this potential benefit of VR is limited by both the lack of adequate content and the lack of empirical evidence of its effectiveness. In this article, we present the process of co-creation of a set of 360°-videos representing the experience of victims of bullying fro…
Psychological benefits of using social virtual reality platforms during the covid-19 pandemic
220) indicate that feelings of spatial presence predict these three outcomes, while social presence predicts relatedness and enjoyment, but not self-expansion. Socialization activities like meeting friends in VR are associated with relatedness and enjoyment, while playful and creative activities allow for self-expansion. Moreover, the perceived impact of social distancing measures was associated with an increase in use, suggesting the utility of …
Experiences of Depersonalization/Derealization Among Users of Virtual Reality Applications
Previous research shows that virtual reality (VR) users may experience symptoms of depersonalization/derealization (DPDR) immediately after use. However, the impact of long-term VR use on these symptoms has not been analyzed so far. In a preregistered study, we conducted an online survey among a bigger sample of VR users ( N = 754) to investigate the relationship between time of use during the past 6 months and the presence of DPDR symptoms. The …
Feelings of presence and perceived social support in social virtual reality platforms
Social virtual reality (social VR) platforms are gaining popularity among users. Previous qualitative research suggests that feelings of presence can make these platforms an attractive environment to obtain social support from others. Building on these exploratory insights, we carried out a quantitative study to illuminate how different types of presence in social VR platforms facilitate social support. The results of a large survey conducted amo…
An Exploration of Virtual Reality User Profiles and Their Relationship with Symptoms of Addiction
Previous research on digital media and well-being showed that the impact of media technologies on users largely depends on specific usage characteristics, context, and individual user factors. This research report explores the existence of distinct user profiles in virtual reality (VR), using an existing dataset and applying latent class analysis. The results point to the existence of three classes: two of them primarily include VR game users, wh…
Virtual Reality Applications and Impacts (8 works) · Computer Science (7 works) · Media Influence and Health (6 works) · Psychology (6 works) · Virtual reality (6 works) · Human–computer interaction (5 works) · Social Psychology (5 works) · Cognitive psychology (4 works) · Medicine (3 works) · Artificial Intelligence (2 works)