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   غوطه‌وری در قطعه‌های واقعیت مجازی خبری با تمرکز بر فاکتورهای شناختی با استفاده از نظریه داده‌بنیاد  
   
نویسنده مقدم منفرد عطیه ,طلوعی اشلقی عباس ,احتشام راثی رضا
منبع مطالعات مديريت كسب و كار هوشمند - 1403 - دوره : 12 - شماره : 47 - صفحه:367 -411
چکیده    با توجه به اینکه مخاطبان، محور اصلی ژورنالیسم واقعیت مجازی به شمار می‌آیند؛ بنابراین، هرگونه مطالعه در این حوزه بدون درک و شناخت این افراد، امری ناقص و بیهوده خواهد بود. بنابراین، به طور کلی سعی بر ان است که بر نقش فعالانه مخاطبان در چگونگی شکل‌گیری و روند رو به رشد این صنعت تمرکز شود. کیفیت تجربه فرد از روایت خبری ارائه شده توسط ژورنالیسم واقعیت مجازی علاوه بر فاکتورهای تکنولوژیکی که پیش نیاز ساخت یک قطعه به شمار می‌آیند، وابسته به پارامترهای بسیاری است که مهم‌ترین آنها مرتبط با علوم شناختی و رفتاری مخاطبان است. در این راستا، این مقاله نیز با تکیه بر مطالعات مربوط به کاربران و همچنین مصاحبه عمیق با افراد خبره حوزه ژورنالیسم و علوم شناختی، با استفاده از روش داده‌بنیاد به شناسایی مقوله‌های تاثیرگذار بر عمق غوطه‌وری تجربه شده توسط افراد پرداخته و در نهایت مدلی مفهومی ارائه کرده است. در این مدل، «درگیری کاربر با محیط» به عنوان مقوله محوری شناسایی شد. این مقوله متاثر از عوامل زمینه‌ای چون «ویژگی‌های دموگرافیک کاربران» و «نوع خبر»، و همچنین عوامل مداخله‌گر «تروما» و «عوامل بازدارنده استفاده از فناوری واقعیت مجازی» است. از سوی دیگر سه مقوله «شناخت»، «روایتگری» و «چگونگی ساخت قطعه» شرایط علی را فراهم کردند که زمینه‌ساز غوطه‌ور شدن مخاطب در روایت خبری است. در نهایت، «تمرکز بر فاکتورهای شناختی مخاطب» در ساخت قطعه‌ها و به طور کلی اولویت قرار دادن کاربران راهبرد پیشنهادی بوده که دو پیامد «افزایش غوطه‌وری» و «تغییر هنجارها و رفتارها» را به همراه داشت.
کلیدواژه واقعیت مجازی، غوطه‌وری، روایتگری، ژورنالیسم غوطه‌وری، شناخت
آدرس دانشگاه آزاد اسلامی واحد علوم و تحقیقات, دانشکده مدیریت و اقتصاد, گروه مدیریت فناوری اطلاعات, ایران, دانشگاه آزاد اسلامی واحد علوم و تحقیقات, دانشکده مدیریت و اقتصاد, گروه مدیریت صنعتی, ایران, دانشگاه آزاد اسلامی واحد قزوین, دانشکده مدیریت و حسابداری, گروه مدیریت صنعتی, ایران
پست الکترونیکی rezaehteshamrasi@gmail.com
 
   immersion in vr news pieces focusing on cognitive factors based on grounded theory  
   
Authors moghaddam monfared atieh ,toloie eshlaghy abbas ,ehtesham rasi reza
Abstract    abstractconsidering that the users are the main focus of immersive journalism, any study in this field without understanding and recognizing them is incomplete. the quality of the vr news experience depends on many parameters, the most important of which are related to the cognitive and behavioral science of the users, apart from the technological factors that are prerequisites for making vr. in this regard, through interviews with experts in journalism and cognitive sciences, this research identified the categories that influence the depth of user’s immersion based on the grounded theory methodology and finally presented a conceptual model. the phenomenon of the model is “user involvement”. this category is affected by contextual factors such as &user’s demographic characteristics& and &type of news&, as well as the intervening factors of &trauma& and &preventing factors of using virtual reality&. in addition, the three categories of &cognition&, &narrative& and &crafting pieces& provided the causal conditions that are the basis for the immersion in the news narrative. finally, &focusing on user’s cognitive factors& in creating vr pieces is the interaction strategy that brought two consequences of &increasing immersion& and &changing norms and behaviors&. introductionin an era characterized by rapid technological advancement and digital transformation, journalism stands at the precipice of a profound evolution. the fusion of virtual reality (vr) with journalism has emerged as a pioneering innovation, propelling the field into a new dimension – the metaverse. this dynamic convergence is reshaping how news is both reported and consumed, presenting a paradigm shift that warrants a closer examination. traditional journalism has long been the cornerstone of information dissemination, serving as society’s watchdog and providing a lens through which we view the world. however, with the advent of vr and its integration into news reporting, we find ourselves on the cusp of a revolution that promises to redefine the very essence of journalism. the immersive nature of vr enables audiences to step inside the stories they consume, transcending the limitations of two-dimensional screens and forging a connection that goes beyond words and images. at the heart of this transformation is the metaverse –a digital universe where virtual and real-world experiences coalesce seamlessly. within this expansive virtual realm, the potential for immersive, interactive journalism knows no bounds (uskali sirkkunen, 2020, p. 6).in an ever-evolving landscape of journalism, virtual reality (vr) journalism stands as a transformative force, not merely conveying information to audiences, but immersing them in the stories with a dynamic and active role. one of the intriguing aspects of this evolution is the dynamic role played by the audience, who, in the realm of virtual reality and the metaverse, are no longer passive news consumers but active participants in the storytelling process. traditionally, audiences in journalism assumed the role of static observers and receivers of news (shin, 2018, p. 65). however, with the emergence of virtual reality and its integration with the metaverse, audiences are no longer mere spectators; they become active participants deeply embedded in situations and places beyond their physical reality. this transcends the conventional viewing of news reports and empowers audiences to actively contribute to news production (mcmahan, 2016, p. 68).secondly, within the metaverse, audiences interact with characters and other audience members, express their opinions, and directly engage in news creation. these active interactions provide a powerful tool for fostering increased engagement and a deeper understanding of news topics (shin, 2016, p. 141). in this article, we delve into the exploration of the dynamic role of audiences in virtual reality journalism and examine the impacts of this role on the reporting process and media communications. from shifting public opinions to experiencing active audience engagement in the metaverse, we delve deep into these transformations, highlighting the formation of a two-way and dynamic relationship between media outlets and their audiences.research questionhow can we enhance audience immersion in virtual reality news content by strategically addressing their perceptual systems and cognitive factors? literature reviewvirtual reality (vr) in storytelling, exemplified by de la peña et al.’s (2010) &immersive journalism,& demonstrates its popularity. the study explores user participation in simulated news events, highlighting heightened presence through avatars and virtual scenario reconstruction. it advocates for a fundamental shift in journalism perspectives, aligning with embodied cognition theory. immersive journalism aims to provide empathetic, simulated experiences, potentially influencing real-world actions. vr’s impact on perceptual experiences is acknowledged, with powerful illusions forming the foundation of these experiences.it discusses the unique potential of virtual reality (vr) in journalism, emphasizing its ability for deep behavioral influence. research, like that of yee bailenson (2007), indicates that avatars in vr can alter user behavior. recent studies focus on vr’s positive role in creating empathy. for example, ma (2020) suggests immersive storytelling enhances social engagement. breves (2021) explores how spatial presence in vr persuasively impacts cognitive processes. the text touches on the emergence of the metaverse and highlights the need for further research in the evolving field of vr journalism. methodologyin this article, the research process follows an inductive approach due to the absence of specific laws for identifying cognitive factors influencing the quality of user immersion in virtual reality (vr) experiences. the study aims to explore these cognitive factors affecting immersion by engaging targeted experts in journalism, vr, cognitive sciences, and vr content creators. data collection involves document analysis and in-depth interviews using skype.
Keywords virtual reality ,immersion ,narrative ,immersive journalism ,cognition
 
 

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