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[journal article]

dc.contributor.authorMartínez-Cano, Francisco-Juliánde
dc.date.accessioned2024-11-21T14:04:41Z
dc.date.available2024-11-21T14:04:41Z
dc.date.issued2024de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/98038
dc.description.abstractVirtual reality (VR) is increasingly employed to create immersive, interactive audiovisual narratives that accentuate emotion, storytelling, and user engagement. By harnessing the potential of VR, these avant-garde narratives aim to instill values of equity, justice, and fairness. This article critically examines the largely unsubstantiated assertion that VR is the ultimate tool for fostering empathy by means of a qualitative evaluation of the influence of prosocial VR audiovisual narratives. The study involved the production of the first episode of The Stigma Machine, a VR short film series in both traditional 2D and immersive VR formats, in a two-pronged production approach designed to examine the effects of the film on a sample of 44 university students from Spain (n = 22) and Canada (n = 22). The participants were segregated into two groups: Group 1 (1st VR Condition) viewed the VR experience first, followed by the traditional version, while Group 2 (1st Video Condition) viewed the two formats in reverse order. Data was collected before, during, and after viewing, using standardized questionnaires (interpersonal reactivity index, basic empathy scale, and Igroup presence questionnaire) and electroencephalogram devices to monitor brain activity. The dependent variables included: empathy, assessed using the interpersonal reactivity index and basic empathy scale surveys; electroencephalogram brain activity measures, indicating engagement, excitement, focus, interest, relaxation, and stress; presence, evaluated using the Igroup presence questionnaire; and various outcome variables. The results reveal no significant differences in presence and no significant changes to the empathy scores. The findings point to a need to focus more on narrative design and audiovisual content creation strategies than on VR technology itself.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.otherVR short film; electroencephalogram; immersive narratives; prosocial impactde
dc.titleThe Stigma Machine: A Study of the Prosocial Impact of Immersive VR Narratives on Youth in Spain and Canadade
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalMedia and Communication
dc.source.volume12de
dc.publisher.countryPRTde
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozWirkungsforschung, Rezipientenforschungde
dc.subject.classozImpact Research, Recipient Researchen
dc.subject.thesozvirtuelle Realitätde
dc.subject.thesozvirtual realityen
dc.subject.thesozSpaniende
dc.subject.thesozSpainen
dc.subject.thesozKanadade
dc.subject.thesozCanadaen
dc.subject.thesozEmpathiede
dc.subject.thesozempathyen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10056015
internal.identifier.thesoz10058646
internal.identifier.thesoz10048494
internal.identifier.thesoz10042018
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
internal.identifier.classoz1080404
internal.identifier.classoz1080407
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicThe Many Dimensions of Us: Harnessing Immersive Technologies to Communicate the Complexity of Human Experiencesde
dc.identifier.doihttps://doi.org/10.17645/mac.8548de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8548
ssoar.urn.registrationfalsede


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