Unestablished Boundaries
The Capabilities of Immersive Technologies to Induce Empathy, Tell Stories, and Immerse
Bibliographic Data
| ID | 21224868 |
|---|---|
| Authors | Eugene Kukshinov (0000-0002-3759-5218, University of Waterloo, corresponding author) |
| Year | 2024 |
| Volume | 12 |
| Publication date | 2024-09-03 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Media and Communication (JOURNAL) |
| Journal identifiers | ISSN: 2183-2439 • E-ISSN: 2183-2439 |
| Publisher | Cogitatio (PUBLISHER • PT) |
| DOI | 10.17645/mac.8423 |
| OpenAlex | W4402196033 |
| Language | EN |
| Citations received | 3 |
| References cited | 53 |
This article presents a critical viewpoint on the existing research to establish the boundaries of immersive technologies, such as virtual reality, exploring distinctions between sensorial and mental experiences and highlighting the influence of technological determinism in this scholarly domain. The analysis reveals a lack of established conceptual structures for categorizing distinct types of immersion, emphasizing that immersion is not universal and is not inherently technological. In particular, it highlights that, fundamentally, immersive technologies are not designed to immerse into narratives. As a result, this article suggests a dual cognitive framework of immersion to explain the nature of different immersive experiences. The article also critically addresses ethical concerns related to identity tourism and argues against the oversimplification of complex psychological processes, emphasizing the overreliance of the existing studies on visual or technological stimuli. To avoid this, the article suggests a way to avoid technological determinism in relevant conceptualizations. Overall, the article scrutinizes the assumptions associated with immersive technologies, offering insights into their capabilities to stimulate senses and vividly inform, contributing to a nuanced understanding of their effects and ethical implications
Aesthetics · Art · Cognitive science · Empathy · Human–computer interaction · Multimedia · Sociology · Computer Science · Innovative Human-Technology Interaction · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts
Measuring Narrative Engagement
Avatars and computer-mediated communication
Immersion and Emotion
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Transportation Across Media
Building long-term empathy
Presence, (re)focused and explicated
The imagination
Immersion in Virtual Worlds
Critical Encounters with Immersive Storytelling
Analysis and Design of Social Presence in a Computer-Mediated Communication System
Where Am I? How Can I Get There? Impact of Navigability and Narrative Transportation on Spatial Presence
A “beyond being there” for VR meetings
Experiencing organ failure in virtual reality
Evolving Mobile Media
At the Heart of It All
Measuring Presence in Virtual Environments
Encoding and decoding affordances
A formal anthropological view of motivation models of problematic MMO play
The Proteus Effect
| Unique citing works | 3 |
|---|---|
| Citations per year | 1,5 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 3 |