Going to the movies in VR
Virtual reality cinemas as alternatives to in-person co-viewing
Bibliographic Data
| ID | 21642782 |
|---|---|
| Authors | Kata 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 |
| Year | 2024 |
| Volume | 181 |
| Pages | 103150 |
| Publication date | 2024-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Human-Computer Studies (JOURNAL) |
| Journal identifiers | ISSN: 1071-5819 • E-ISSN: 1095-9300 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.ijhcs.2023.103150 |
| OpenAlex | W4386813044 |
| Language | EN |
| Citations received | 2 |
| References cited | 35 |
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
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Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
User Acceptance of Virtual Reality
Social Media Use and Its Associations With Mental Health 9 Months After the Covid-19 Outbreak
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Psychological benefits of using social virtual reality platforms during the covid-19 pandemic
Storytelling with virtual reality in 360-degrees
Watch Me Play
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A Virtual Safe Space? An Approach of Intersectionality and Social Identity to Behavior in Virtual Environments
Just watching”
Measuring Presence in Virtual Environments
Concise survey measures for the Big Five personality traits
Watching a film with others
Back to the Motherland
Social surrogacy
Television Co-Viewing in Mexico
Social motivations of live-streaming viewer engagement on Twitch
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |