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From “Cool Observer” to “Emotional Participant”: The Practice of Immersive Journalism

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Abstract

Over the past years, innovative technologies (such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR)) have become more common within news organizations. These technologies allow users to immerse themselves in a virtual world. With these types of productions, the journalist tries to engage and involve the user by introducing emotional styles, often to create empathy. This does not only demand new technological skills, but also challenges the way journalist allow emotions in journalistic productions, and what role they take in relation to the story and the user. Through fifteen in-depth interviews with immersive producers and experts in renowned news organizations across the globe, this paper examines both the motivations of journalists who produce immersive stories, and how they seek to balance traditional journalistic norms and emotionality in them. The results show that journalists believe that emotions and facts can be compatible with journalistic production. Yet, they struggle with their role in relation to the user. Immersive journalism obliges journalists to carefully reconsider their relationship with their public. In sum, this study illuminates an ongoing professional debate on the role of emotionality, user agency, and journalistic control and autonomy.

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... However, the adaptation of IJ by media organizations is a costly endeavor that challenges fundamental journalistic values of objectivity and transparency (Goutier et al. 2021). More importantly, the audience has not yet widely adopted IJ Watson 2017), and we simply do not know why. ...
... Immersive Journalism-It's all About the Audience IJ is conceptualized as a form of journalism that uses immersive storylines and immersive technology to convey an emotionally compelling, all-encompassing experience of the news de Bruin et al. 2020). With its immersive capabilities, journalists started to use IJ to create more emotional and engaging news stories (Goutier et al. 2021). IJ evolved along with an increasing focus of journalism on emotions to connect with the audience (Beckett and Deuze 2016;Wahl-Jorgensen 2020) and the growing understanding of the importance of the audience to journalism (Costera Meijer 2020; Nelson 2021). ...
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Detecting and measuring emotional responses while interacting with virtual reality (VR), and assessing and interpreting their impacts on human engagement and “immersion,” are both academically and technologically challenging. While many researchers have, in the past, focused on the affective evaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have been used in only a small number of research studies as a mean of presenting emotional stimuli. This article reports the first stage (focusing on participants’ subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal, and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants’ emotional responses, an “affective VR,” capable of manipulating users’ emotions, has been designed and subjectively evaluated. The VR takes the form of a dynamic “speedboat” simulation, elements (controllable VR parameters) of which were assessed and selected based on a 35-respondent online survey, coupled with the implementation of an affective power approximation algorithm. A further 68 participants took part in a series of trials, interacting with a number of VR variations, while subjectively rating their emotional responses. The experimental results provide an early level of confidence that this particular affective VR is capable of manipulating individuals’ emotional experiences, through the control of its internal parameters. Moreover, the approximation technique proved to be fairly reliable in predicting users’ potential emotional responses, in various affective VR settings, prior to actual experiences. Finally, the analysis suggested that the emotional response of the users, with different gender and gaming experiences, could vary, when presented with the same affective VR situation.
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Empathy performs a central role in regulating social relations. This applies equally to journalistic work routines. To explore the concept of empathy in the understanding of journalists, 46 interviews were conducted using a cross-cultural approach between the United Kingdom and India. It became clear that empathy occupies a central place in news production, fulfilling multiple roles. It serves to achieve a comprehensive access to information and to news protagonists at the interpersonal level. Without this “invisible” mode of communication, qualitative and ethical news journalism cannot be achieved; and the authenticity and emotionality of news packages would be diminished. Empathy varies on the individual level, but especially in sensitive journalistic work fields it represents a “naturally present” core skill for journalists. A final empathic dimension is found in the imaginary empathy towards the audience which provides essential guidance for journalistic news products. Cultural differences between India and the United Kingdom are apparent in this study, but results also indicate considerable similarities in the role of empathy in different journalism cultures.
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The concept of presence, or “being there” is a frequently emphasized factor in immersive mediated environments. It is often assumed that greater levels of immersive quality elicit higher levels of presence, in turn enhancing the effectiveness of a mediated experience. To investigate this assumption the current meta-analysis synthesizes decades of empirical research examining the effect of immersive system technology on user experiences of presence. Aggregating 115 effect sizes from 83 studies, it finds that technological immersion has a medium-sized effect on presence. Additionally, results show that increased levels of user-tracking, the use of stereoscopic visuals, and wider fields of view of visual displays are significantly more impactful than improvements to most other immersive system features, including quality of visual and auditory content. These findings are discussed in light of theoretical accounts of the presence construct as well as practical implications for design.
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This study explores the process of emotional labor in a profession in need of examination - that of journalism. During one-on-one interviews, newspaper/online journalists reflected upon their experiences while gathering the news and agreed they do indeed engage in emotional labor, suppressing impulses of sympathy, pity and guilt to achieve ‘objectivity’ and to avoid being overwhelmed by their feelings. However, our findings show that with little or no training in this practice and with the majority of journalists achieving not suppression but merely a deferment of upsetting emotions, emotional labor can have serious implications for those reporters who engage in it.
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This paper studies the role of subjectivity in the language of award-winning journalism. The paper draws on a content analysis of Pulitzer Prize-winning articles in a range of news categories between 1995 and 2011. The analysis indicates that despite the continued prominence of the ideal of objectivity in scholarly and journalistic debates, award-winning journalistic stories are in fact pervaded by subjective language in the form of what linguists refer to as “appraisals,” as well as the narrative construction of emotive appeals. The subjective language use of award-winning stories, however, does not straightforwardly or consistently undermine claims to objectivity. On that basis, the paper concludes that any binary oppositions between objectivity and subjectivity and, relatedly, emotionality and rationality, may be overly simplistic and obscure the complexities of journalistic story-telling.
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Nowadays, the democratic (public) potential of popular journalism is seldom denied. Generally speaking, however, journalism is celebrated when it reports current affairs but denounced when it focuses on private or emotional matters. It is common knowledge in cultural studies that underneath this split between "popular" journalism and so called "quality" journalism lies a gendered and ethnocentric concept of "journalistic quality" and, I would add, of citizenship. Partly as a reaction to the widely discussed media presentation of a "wave" of child murders, partly as a result of research commissioned by the Dutch PBS NOS Gender Portrayal Department, I have developed an alternative notion of "public" or "civic" quality. In this article I hope to shed some light on the possibility of incorporating "emotions", "everyday life" and a "relative sense of self" into a more inclusive concept of public quality, media and citizenship.
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SubStance 28.2 (1999) 110-137 Few of us have actually donned a HMD (head-mounted display) and DGs (data-gloves), and entered a computer-generated, three-dimensional landscape in which all of our wishes can be fulfilled: wishes such as experiencing an expansion of our physical and sensory powers; getting out of the body and seeing ourselves from the outside; adopting a new identity; apprehending immaterial objects with most of our senses, including touch; being able to modify the environment through either verbal commands or physical gestures; seeing creative thoughts instantly realized without going through the process of having them physically materialized. Yet despite the fact that virtual reality as described above is still largely science fiction, still largely what it is called -- a virtual reality-- there is hardly anybody who does not have a passionate opinion about the technology : some day VR will replace reality; VR will never replace reality; VR challenges the concept of reality; VR will enable us to rediscover and explore reality; VR is a safe substitute to drugs and sex; VR is pleasure without risk and therefore immoral; VR will enhance the mind, leading mankind to new powers; VR is addictive and will enslave us; VR is a radically new experience; VR is as old as Paleolithic art; VR is basically a computer technology; all forms of representation create a VR experience; VR challenges the distinction fiction-reality; VR is the triumph of fiction over reality. We may have to wait until the next millennium to see whether these promises and threats will be materialized, but since VR technology is depicted so realistically by its prophets, and since it exists very much in the popular imagination, we don't have to wait that long to submit the claims of its developers to a critical investigation. In this paper I propose to analyze VR as a semiotic phenomenon and to explore its implications for literary theory and the question of textuality. My point of departure is this definition by Pimentel and Texeira: "In general, the term virtual reality refers to an immersive, interactive experience generated by a computer" (11). While "computer generated" accounts for the virtual character of the data, "immersive" and "interactive" explain what makes the computer-assisted experience an experience of reality. To apprehend a world as real is to feel surrounded by it, to be able to interact physically with it, and to have the power to modify this environment. The conjunction of immersion and interactivity leads to an effect known as telepresence : "A virtual reality is defined as a real or simulated environment in which the perceiver experiences telepresence" (Steuer 76). Telepresence relates to presence as virtual reality relates to reality : Analyzing the dimensions of telepresence, Steuer (78) proposes a combination of factors that come very close to Pimentel and Texeira's formula: the sense of telepresence is a function of the vividness of the representation -- which leads to immersion -- and of interactive involvement with the electronic display. As a literary theorist, I am primarily interested in the two components of the VR experience as a novel way to describe the types of reader response that may be elicited by a literary text. I propose therefore to transfer the notions of immersion and interactivity from the technological to the literary domain and to discuss the conditions of their textual implementation. While interactivity has been extolled by postmodern theory as the triumph of its own aesthetic ideals of a creative reader, an open text, and a ludic relation to language, immersion has been either ignored or dismissed as the holdover of a now-discredited aesthetics of illusion that subordinates language to its referent, and ignores its power of configuration over the reality it is supposed to represent. Through this comparative study of the immersive and interactive potential of literature and VR technology, I hope to pave the way for a more critical...
Conference Paper
The design of an interactive narrative begins with the choice of a type of story. In this paper I examine the potential of three kinds of plot for active user participation: the epic plot, which focuses on the struggle of the individual to survive in a hostile world, the dramatic plot, which deals with the evolution of a network of human relations, and the epistemic plot, which is propelled by the desire to solve a mystery. I distinguish two basic types of immersion—ludic and narrative, the latter subdivided into spatial, temporal and emotional variants, and I discuss the ability of the three kinds of plot to generate these various forms of immersion.
Article
This paper reviews the concepts of immersion and presence in virtual environments (VEs). We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomic responses and higher-level behaviors of a participant in a VE. The paper considers single and multi-participant shared environments, and draws on the experience of Computer-Supported Cooperative Working (CSCW) research as a guide to understanding presence in shared environments, The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.
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