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Bringing People into the Story

How Virtual Reality Journalism Affects the Feeling of Presence

Bibliographic Data

ID22010835
AuthorsSangwook Lee (0000-0002-3052-6308, School of Advertising Art), Taenyun Kim (0000-0001-7817-5036, Michigan State University), Sungho Kim (0000-0002-7004-3482, Sungkyunkwan University), Sung‐Ho Kim (0000-0001-9088-9840, Sungkyunkwan University), Kwan Min Lee (0000-0001-7582-3253, Nanyang Technological University, corresponding author), Namkee Park (Yonsei University), Hayeon Song (0000-0001-5951-8507, Sungkyunkwan University, corresponding author)
Year2025
Pages1-20
Publication date2025-09-11
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueDigital Journalism (JOURNAL)
Journal identifiersISSN: 2167-0811 • E-ISSN: 2167-082X
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/21670811.2025.2553157
OpenAlexW4414154935
LanguageEN
References cited47

Virtual reality (VR) journalism can offer immersive experiences, enhancing the audience’s empathy and issue involvement. In the literature, however, the term VR refers to different types of technology, which may obscure the clear effects of VR journalism. Guided by the framework for immersive virtual environment (FIVE), this paper investigated the effects of VR journalism focusing on two different features of VR: device-focused (i.e., head-mounted display (HMD)) and content format-focused (i.e., 360° video) by conducting a 3 (device-focused: HMD, computer, smartphone) X 2 (content-focused: 360° video, fixed view video) between-subjects experiment (N = 171). Results showed that participants in the 360° video condition, compared to those in the fixed video condition, experienced a higher level of social presence, which, in turn, increased their empathic concern toward the characters and led them to be more involved in the videos’ topic. The HMD condition, on the other hand, did not show significant differences in helping participants engage in the characters and the topic, compared to computer and smartphone conditions. Theoretical and practical implications of the different features of VR are discussed

Citizen journalism · Feeling · Journalism · Virtual reality · Media Influence and Health · Virtual Reality Applications and Impacts

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Highly citedNo

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