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‘You wouldn’t get that from watching TV!’: Exploring audience responses to virtual reality non-fiction in the home

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Standard

‘You wouldn’t get that from watching TV!’: Exploring audience responses to virtual reality non-fiction in the home. / Green, David Philip; Rose, Mandy; Bevan, Chris et al.
In: Convergence: The International Journal of Research into New Media Technologies, Vol. 27, No. 3, 30.06.2021, p. 805-829.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Green, DP, Rose, M, Bevan, C, Farmer, H, Cater, K & Fraser, DS 2021, '‘You wouldn’t get that from watching TV!’: Exploring audience responses to virtual reality non-fiction in the home', Convergence: The International Journal of Research into New Media Technologies, vol. 27, no. 3, pp. 805-829. https://doi.org/10.1177/1354856520979966

APA

Green, D. P., Rose, M., Bevan, C., Farmer, H., Cater, K., & Fraser, D. S. (2021). ‘You wouldn’t get that from watching TV!’: Exploring audience responses to virtual reality non-fiction in the home. Convergence: The International Journal of Research into New Media Technologies, 27(3), 805-829. https://doi.org/10.1177/1354856520979966

Vancouver

Green DP, Rose M, Bevan C, Farmer H, Cater K, Fraser DS. ‘You wouldn’t get that from watching TV!’: Exploring audience responses to virtual reality non-fiction in the home. Convergence: The International Journal of Research into New Media Technologies. 2021 Jun 30;27(3):805-829. Epub 2020 Dec 30. doi: 10.1177/1354856520979966

Author

Green, David Philip ; Rose, Mandy ; Bevan, Chris et al. / ‘You wouldn’t get that from watching TV!’ : Exploring audience responses to virtual reality non-fiction in the home. In: Convergence: The International Journal of Research into New Media Technologies. 2021 ; Vol. 27, No. 3. pp. 805-829.

Bibtex

@article{9bab0c201f4640ffb9ba3dae3ab54f37,
title = "{\textquoteleft}You wouldn{\textquoteright}t get that from watching TV!{\textquoteright}: Exploring audience responses to virtual reality non-fiction in the home",
abstract = "Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF by mainstream audiences, we need to be aware of challenges relating to the discovery of content and bear in mind the cost, inaccessibility and known limitations of consumer VR technology. However, we also need to set these issues within the context of the wider relationships between technology, society and the media, which have influenced the uptake of new media technologies in the past. ",
keywords = "Audience study, audiences, documentary, immersion, immersive media, immersive turn, interaction, journalism, non-fiction, reception, virtual reality, VR",
author = "Green, {David Philip} and Mandy Rose and Chris Bevan and Harry Farmer and Kirsten Cater and Fraser, {Dana{\"e} Stanton}",
year = "2021",
month = jun,
day = "30",
doi = "10.1177/1354856520979966",
language = "English",
volume = "27",
pages = "805--829",
journal = "Convergence: The International Journal of Research into New Media Technologies",
issn = "1354-8565",
publisher = "SAGE Publications Inc.",
number = "3",

}

RIS

TY - JOUR

T1 - ‘You wouldn’t get that from watching TV!’

T2 - Exploring audience responses to virtual reality non-fiction in the home

AU - Green, David Philip

AU - Rose, Mandy

AU - Bevan, Chris

AU - Farmer, Harry

AU - Cater, Kirsten

AU - Fraser, Danaë Stanton

PY - 2021/6/30

Y1 - 2021/6/30

N2 - Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF by mainstream audiences, we need to be aware of challenges relating to the discovery of content and bear in mind the cost, inaccessibility and known limitations of consumer VR technology. However, we also need to set these issues within the context of the wider relationships between technology, society and the media, which have influenced the uptake of new media technologies in the past.

AB - Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF by mainstream audiences, we need to be aware of challenges relating to the discovery of content and bear in mind the cost, inaccessibility and known limitations of consumer VR technology. However, we also need to set these issues within the context of the wider relationships between technology, society and the media, which have influenced the uptake of new media technologies in the past.

KW - Audience study

KW - audiences

KW - documentary

KW - immersion

KW - immersive media

KW - immersive turn

KW - interaction

KW - journalism

KW - non-fiction

KW - reception

KW - virtual reality

KW - VR

U2 - 10.1177/1354856520979966

DO - 10.1177/1354856520979966

M3 - Journal article

VL - 27

SP - 805

EP - 829

JO - Convergence: The International Journal of Research into New Media Technologies

JF - Convergence: The International Journal of Research into New Media Technologies

SN - 1354-8565

IS - 3

ER -