Where Am I? How Can I Get There? Impact of Navigability and Narrative Transportation on Spatial Presence
Bibliographic Data
| ID | 15215912 |
|---|---|
| Authors | Bimal Balakrishnan (0000-0002-0994-0213, University of Missouri, corresponding author), Sundar (0000-0002-5779-8864, Pennsylvania State University) |
| Year | 2011 |
| Volume | 26 |
| Issue | 3 |
| Pages | 161-204 |
| Publication date | 2011-08-30 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Human-Computer Interaction (JOURNAL) |
| Journal identifiers | ISSN: 0737-0024 • E-ISSN: 1532-7051 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/07370024.2011.601689 |
| OpenAlex | W1520054598 |
| Language | EN |
| Citations received | 10 |
| References cited | 43 |
From video games to virtual worlds on the World Wide Web, modern media are becoming increasingly spatial, with users traversing artificial spaces and experiencing a kind of immersion known as “spatial presence.” But how do these media induce spatial presence? Are the affordances for movement provided by these technologies responsible for this illusion? Or do narratives that accompany them persuade us to suspend disbelief and transport ourselves into a virtual space? We explore these theoretical questions by pitting the navigability affordances of a video game against narrative transportation and examining their relative contributions to the formation of spatial presence in a virtual reality context. Results from a large experiment (N = 240) reveal that the narrative actually detracts from spatial presence while traversibility (in the form of greater degrees of steering motion) enhances it even without invoking a mental model of the portrayed environment. Theoretical and practical implications are discussed
Aesthetics · Affordance · Art · Cognitive psychology · Context (archaeology · Geography · Human–computer interaction · Illusion · Multimedia · Narrative · Navigability · Traverse · Video game · Virtual reality · Computer Science · Evacuation and Crowd Dynamics · Psychology · Spatial Cognition and Navigation · Virtual Reality Applications and Impacts
Toward a Theory of Interactive Media Effects (Time)
The interplay of virtual reality and narrative story in disaster journalism through empathy, transportation, and identification
Love and the Distance
Presence, (re)focused and explicated
Unestablished Boundaries
What is ‘Being There’? An ontology of the immersive experience
Experimental Manipulation of Psychological Involvement with Media
It’s (not) Me
Digital Tourism and Wellbeing
From virtual to physical
Musings on Telepresence and Virtual Presence
Imagine Yourself in the Product
A Process Model of the Formation of Spatial Presence Experiences
Being There
Development of a self-report measure of environmental spatial ability
On data-limited and resource-limited processes
Multiple Resources and Mental Workload
Affordance, conventions, and design
At the Heart of It All
Measuring Presence in Virtual Environments
Understanding Media Enjoyment
Theorizing Interactivity's Effects
Transportation Into Narrative Worlds
The moderator–mediator variable distinction in social psychological research
The moderator-mediator variable distinction in social psychological research
Presence, Explicated
Defining Virtual Reality
The neuropsychology of 3-D space
Self-Referencing and Persuasion
| Unique citing works | 10 |
|---|---|
| Citations per year | 0,83 |
| Citation span | 2014 - 2026 (13) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 10 |