A3 Book section, Chapters in research books
The hierarchy of needs for user experiences in virtual reality (2020)
Kelling, C., Väätäjä, H., Kauhanen, O., Karhu, J., Turunen, M., Lindqvist, V., & Ikonen, P. (2020). The hierarchy of needs for user experiences in virtual reality. In T. Uskali, A. Gynnild, S. Jones, & E. Sirkkunen (Eds.), Immersive Journalism as Storytelling : Ethics, Production, and Design (pp. 123-136). Routledge. https://doi.org/10.4324/9780429437748-14
JYU authors or editors
Publication details
All authors or editors: Kelling, Chelsea; Väätäjä, Heli; Kauhanen, Otto; Karhu, Jussi; Turunen, Markku; Lindqvist, Vesa; Ikonen, Pasi
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: 123-136
Number of pages in the book: 204
Publisher: Routledge
Place of Publication: Oxon
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.4324/9780429437748-14
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/73401
Abstract
Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and experiences are created. This chapter discusses the key experiential elements of users’ experiences with immersive journalism (IJ), particularly in the case of a virtual museum application. We present a user study of this application and introduce a model based on the results that details the most crucial user experience components for designing VR content.
Keywords: journalism; media; augmented reality; virtual reality; content production; user experience
Free keywords: immersiivinen journalismi
Contributing organizations
Related projects
- VIRJOX - Engaging services in virtual reality
- Uskali, Turo
- TEKES
Ministry reporting: Yes
Reporting Year: 2020
JUFO rating: 3
Parent publication with JYU authors: