Final published version
Licence: CC BY: Creative Commons Attribution 4.0 International License
Research output: Contribution to Journal/Magazine › Journal article › peer-review
Research output: Contribution to Journal/Magazine › Journal article › peer-review
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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 -