A3 Book section, Chapters in research books
Immersive gaming as journalism (2020)
Arjoranta, J., Koskimaa, R., & Siitonen, M. (2020). Immersive gaming as journalism. In T. Uskali, A. Gynnild, S. Jones, & E. Sirkkunen (Eds.), Immersive Journalism as Storytelling : Ethics, Production, and Design (pp. 136-147). Routledge. https://doi.org/10.4324/9780429437748-15
JYU authors or editors
Publication details
All authors or editors: Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko
Parent publication: Immersive Journalism as Storytelling : Ethics, Production, and Design
Parent publication editors: Uskali, Turo; Gynnild, Astrid; Jones, Sarah; Sirkkunen, Esa
ISBN: 978-1-138-33764-0
eISBN: 978-0-429-43774-8
Publication year: 2020
Pages range: 136-147
Number of pages in the book: 204
Publisher: Routledge
Place of Publication: Oxon
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.4324/9780429437748-15
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/68815
Abstract
As a field, journalism constantly strives to connect with its audiences and find ways to utilize emerging media technologies in its operations. Sometimes this is done simply to reach audiences that have ceased to use traditional media, or to invite new audiences in, but often it is also a matter of perceived benefits related to using the affordances of certain technological solutions. One recent example is the interest surrounding the concept of immersion. For example, recent research has explored the question of whether there is a connection between the immersiveness of a technology and the users’ empathetic responses (Archer & Finger 2018; Herrera et al. 2018). While some of these explorations are done specifically within the context of journalism, there is a considerable amount of overlap between different fields of interest, warranting a broader look at how the concept of immersion has been theorized.
Keywords: journalism; media; technology; digital technology; augmented reality; virtual reality; social inclusion; gamification; playing (games and sports); digital games
Free keywords: immersive technology; immersive gaming
Contributing organizations
Related projects
- Centre of Excellence in Game Culture Studies
- Koskimaa, Raine
- Research Council of Finland
Ministry reporting: Yes
Reporting Year: 2020
JUFO rating: 3
Parent publication with JYU authors: