Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Going to the movies in VR

Virtual reality cinemas as alternatives to in-person co-viewing

Bibliographic Data

ID21642782
AuthorsKata Szita (0000-0002-3177-9980, Trinity College Dublin, corresponding author), Wyatt Moss-Wellington (0000-0002-6799-4439, University of New England), Xiaolin Sun (0000-0002-1082-2804, University of Nottingham Ningbo China), Eugene Ch’ng (0000-0003-3992-8335, University of Nottingham Ningbo China), Eugene Ch'ng
Year2024
Volume181
Pages103150
Publication date2024-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Human-Computer Studies (JOURNAL)
Journal identifiersISSN: 1071-5819 • E-ISSN: 1095-9300
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.ijhcs.2023.103150
OpenAlexW4386813044
LanguageEN
Citations received2
References cited35

Virtual reality cinemas offer computer-generated screening environments that resemble physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship in the context of social isolation, the present study investigates whether VR cinemas could provide an alternative for collective movie watching and whether they could facilitate an engaging experience similar to other, physical-world co-viewing environments. To measure these effects, we designed a behavioral experiment in which participants watched a feature film sequence either in VR or a physical screening room in the presence or absence of viewing companions. After viewing, participants’ experiences—including emotional engagement, narrative empathy, presence, social experiences, and physical and mental well-being—were recorded using survey methods. We observed that VR viewing can produce an equally enjoyable film experience, as well as similar levels of emotional engagement and narrative empathy, while it leads to increased comprehension of characters’ feelings and sense of narrative engagement. In addition, social viewing may mean less engagement and more distractions depending on the screening environment. We also found that even though previous virtual reality exposure negatively correlates with comfort and well-being during viewing, early adopters of technology and VR supporters are more likely to have an enjoyable and engaging film experience

Art · Avatar · Cognitive psychology · Comprehension · Empathy · Feeling · Human–computer interaction · Movie theater · Multimedia · Narrative · Viewing angle · Virtual reality · Visual arts · Computer Science · Image and Video Quality Assessment · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts

  • Beyond the screen

    Open Access•Xiaolin Sun, Eugene Ch’ng•Humanities and Social Sciences…•2025

  • Decoding Immersive Cinema

    Open Access•Rocío del P Sosa-Fernández, Roi Méndez et al.•Arts•2026

  • Emotion and narrative fiction

    Raymond A Mar, Keith Oatley et al.•Cognition & Emotion•2011

  • Associations between Covid-19 related media consumption and symptoms of anxiety, depression and Covid-19 related fear in the general population in Germany

    Open Access•Antonia Bendau, Moritz Bruno Petzold et al.•European Archives of Psychiatry…•2021

  • Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments

    Open Access•Mel Slater•Philosophical Transactions of the…•2009

  • User Acceptance of Virtual Reality

    Camille Sagnier, Émilie Loup‐Escande et al.•International Journal of…•2020

  • Social Media Use and Its Associations With Mental Health 9 Months After the Covid-19 Outbreak

    Open Access•Hilde Thygesen, Tore Bonsaksen et al.•Frontiers in Public Health•2022

  • Using Social Media to Our Advantage

    Open Access•Brenda K Wiederhold•Cyberpsychology Behavior and…•2020

  • Psychological benefits of using social virtual reality platforms during the covid-19 pandemic

    Open Access•Miguel Barreda-Ángeles, Timo Hartmann et al.•Computers in Human Behavior•2022

  • Storytelling with virtual reality in 360-degrees

    Kath Dooley•Studies In Australasian Cinema•2017

  • Watch Me Play

    T L Taylor•Watch Me Play•2019

  • Why do people watch others play video games? An empirical study on the motivations of Twitch users

    Open Access•Mirja Sjöblom, Max Sjöblom et al.•Computers in Human Behavior•2016

  • A Virtual Safe Space? An Approach of Intersectionality and Social Identity to Behavior in Virtual Environments

    Open Access•Kata Szita•Journal of Digital Social Research•2022

  • Just watching”

    Open Access•Stephanie Orme•New Media & Society•2021

  • Measuring Presence in Virtual Environments

    Bob G Witmer, Michael J Singer•PRESENCE Virtual and Augmented…•1998

  • Concise survey measures for the Big Five personality traits

    Open Access•Michael L Smith, Dana Hamplová et al.•Research in Social Stratification…•2021

  • Watching a film with others

    Julian Hanich•Screen•2014

  • Back to the Motherland

    Francesco Casetti•Screen•2011

  • Social surrogacy

    Open Access•Jaye L Derrick, Shira Gabriel et al.•Journal of Experimental Social…•2008

  • Television Co-Viewing in Mexico

    José‐domingo Mora, José-Domingo Mora et al.•Journal of Broadcasting &…•2011

  • Social motivations of live-streaming viewer engagement on Twitch

    Open Access•Zorah Hilvert-Bruce, James T Neill et al.•Computers in Human Behavior•2018

Unique citing works2
Citations per year2
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae