Title: Entertainment in Virtual Reality and Beyond
Author: Tilo Hartmann & Jesse Fox
Publication: The Oxford Handbook of Entertainment Theory (2021)
Key Focus: The influence of embodiment, co-location, and cognitive distancing on users’ entertainment experience in VR.
Authors retain copyright and moral rights.
Users can download and print a single copy for personal study or research but cannot distribute for profit without permission.
Contact for copyright issues: vuresearchportal.ub@vu.nl
Definition of VR: Interactive media systems that create sensory environments by tracking user movements (Biocca, 1997).
Accessibility: Recent technological advancements have improved VR access across sectors including health, education, and entertainment.
Importance of Entertainment: Key to the mass adoption of VR technology, especially in gaming, which attracts early adopters.
Research Gap: Lack of an integrative framework to distinguish VR properties from other entertainment media.
Early VR (1960s): Initial developments led to consumer devices in the mid-1990s (e.g., Nintendo Virtual Boy), which failed due to high costs and limitations in comfort and technology.
2012 Revival: Introduction of Oculus Rift sparked renewed interest and investment from major tech companies.
Current Challenges: Adoption remains slow despite advancements. Issues like cost and user discomfort persist (e.g., motion sickness).
Successful Applications: Social VR platforms (e.g., VRChat) and location-based experiences (e.g., within theaters and museums).
Multi-sensory Cues: Broader array of sensory input (e.g., visual, audio, kinesthetic) leading to a more 'real' or immersive experience.
Key Aspects:
Embodiment: User’s identification with and ownership of their virtual avatar affects emotional engagement and responses.
Spatial Presence: Feeling of being 'there' in a virtual environment suppresses real-world distractions.
Co-location: The perception of shared space with other entities enhances user experience and interaction.
Cognitive Distancing: Awareness of being in a mediated environment that can allow users to detach from emotional experiences.
VR can elicit strong primary emotional reactions (joy, fear, sadness) that may be difficult to regulate.
Hedonic Reversals: Users can experience intense emotions but may find it challenging to reinterpret negative emotional responses (e.g., fear into enjoyment).
Users may engage in cognitive distancing as a coping mechanism to reframe their experiences, which can facilitate emotional regulation and enhance enjoyment.
Propositions for Further Study:
Proposition 1: Examine intensity of emotional responses relative to VR's realism.
Proposition 2: Investigate difficulties in emotional regulation due to VR's immersive nature.
Proposition 3: Study expansions of self-concept through immersive experiences.
Proposition 4: Evaluate the moral implications of actions taken within VR environments.
Proposition 5: Explore source monitoring challenges in recalling VR experiences versus real-life events.
The chapter proposes that VR entertainment offers a unique blend of emotional and cognitive responses that require further exploration to understand its full impact.
Importance of Narrative: Future research should integrate narrative analysis with the psychological effects of VR.
A detailed list of referenced works is included from page 20-26, referencing various studies and theories related to media psychology, presence, and emotional regulation.