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Stretching immersion in virtual reality: How glitches reveal aspects of presence, interactivity and plausibility
Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Geography, Media and Communication (from 2013).ORCID iD: 0000-0002-8933-9515
Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Geography, Media and Communication (from 2013).ORCID iD: 0000-0003-1430-4964
2023 (English)In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 29, no 2, p. 432-448Article in journal (Refereed) Published
Abstract [en]

Virtual reality (VR) immerses users in others’ lives, creating empathy and understanding long after the VR scenario has finished. As VR technology has matured, VR scenarios have begun to be used in complex real-world areas such as education, health and organisational change. These scenarios can be of variable technical quality, with limited interactive capacity, unrealistic environments and clunky or absent avatars. In this study, three scenarios related to gender inequality training were constructed with glitches in the core immersive qualities of presence, interactivity and plausibility in order to understand their effect on the immersive experience. Using a multi-step in-depth series of qualitative interviews to examine the whole immersive process, the results show that immersion is not compromised but changed by glitches. Limited interactivity led to uncomfortable interactions that allowed participants to process difficult emotions; implausible situations surfaced buried norms and prejudices; and avatar variation gave rise to a sense presence that also included distance, which gave the user opportunities for critical reflection. These results point towards immersion as a robust and richly textured concept, while interactivity, plausibility and presence can best be understood as dimensions rather than goals. Totally seamless and immersive experiences may not only be utopian but also unnecessary. The glitches in low-end productions can produce powerful communication without expensive technology.

Place, publisher, year, edition, pages
Sage Publications, 2023. Vol. 29, no 2, p. 432-448
Keywords [en]
Virtual reality, immersion, presence, gender, interactivity, glitches, work life, plausibility
National Category
Human Computer Interaction
Research subject
Media and Communication Studies
Identifiers
URN: urn:nbn:se:kau:diva-92704DOI: 10.1177/13548565221129530ISI: 000890150000001Scopus ID: 2-s2.0-85142742457OAI: oai:DiVA.org:kau-92704DiVA, id: diva2:1717858
Funder
Vinnova, 2016-04425Available from: 2022-12-09 Created: 2022-12-09 Last updated: 2026-02-12Bibliographically approved

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Ryan Bengtsson, LindaVan Couvering, Elizabeth

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