Affiliation:
1. Amsterdam University of Applied Sciences
2. Vrije Universiteit Amsterdam
3. Telefonica Research and Development
4. University of the Arts Utrecht
Abstract
Abstract
360°-video stories represent a popular new story format, particularly in the community striving to use “VR for Good”. Yet, due to the novelty of the format, many questions about the right “grammar” to tell effective 360°-video stories exist, including questions about how to engage users in interactive and immersive stories via VR without overwhelming them. In the present approach, with the help of a professional VR design agency, we developed Amelia’s Dream, a novel volumetric-video experience that addresses current issues of gender inequality. In a pre-registered quantitative between-subjects experiment with N = 103 participants, we experimentally varied two versions of Amelia’s Dream to illuminate how a basic form of story interactivity influences users’ memorization of the story (message recognition) and the overall perceived persuasive appeal of the story. We explore user engagement (i.e., presence and transportation) as potentially underlying mechanisms. In addition, we tap into the question to what extent users should be recognized in a volumetric video, and examine if users memorize story fragments better depending on whether or not the VR storyteller acknowledges their presence by establishing eye-contact with them. Contrary to expectations, our findings suggest that the basic form of story interactivity that we introduce might undermine users’ learning from 360°-stories. However, in line with expectations, a storytellers’ eye-contact might promote the stories’ effectiveness.
Publisher
Research Square Platform LLC
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