Professional Documents
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Immersive Journalism and Telepresence
Immersive Journalism and Telepresence
Seok Kang, Erin O’Brien, Arturo Villarreal, Wansoo Lee & Chad Mahood
To cite this article: Seok Kang, Erin O’Brien, Arturo Villarreal, Wansoo Lee & Chad Mahood
(2019) Immersive Journalism and Telepresence, Digital Journalism, 7:2, 294-313, DOI:
10.1080/21670811.2018.1504624
Although news in virtual reality (VR) is currently on the rise, relatively little empirical evi-
dence on its effects has been reported. This study tests if telepresence in VR news con-
sumption can affect news credibility. In a posttest-only experiment (N ¼ 80), 40 subjects
watched VR news: 20 with a headset (Google Cardboard) and 20 in 360 degrees with-
out a headset. A group of 20 subjects watched 2D video news. Twenty subjects only
answered a questionnaire without VR exposure. The comparison of four groups revealed
that VR news groups showed significantly higher telepresence than did the group with
no exposure. Both the VR with a headset and 360-degree groups also marked higher in
news credibility than did the group with no exposure. There were only a few significant
differences between the 360-degree group and the 2D video group in telepresence and
credibility. In an interaction effect test, VR news groups with high telepresence eval-
uated news credibility better than the group with no exposure. There were no differen-
ces among the headset, 360-degree, and 2D news groups with high telepresence in
credibility. Study implications, limitations, and suggestions are discussed.
Virtual reality (VR) has received dramatic attention in both academia and the
industry in the last decade. Recent advancements in mobile VR applications and view-
ing devices have further boosted their applicability and utility (Dove 2016). VR has
been studied in a variety of fields, from gaming (e.g. Aron 2014; Wadley, Carter, and
Gibbs 2015) to therapy and rehabilitation (e.g. Cheung et al. 2013; Molina et al. 2014),
education (e.g. Mayer, Warmelink, and Bekebrede 2013; Xu 2014), teamwork (e.g.
Bassanino, Fernando, and Wu 2014; Hakonen and Bosch-Sijtsema 2014), and communi-
cation (e.g. Dodds, Mohler, and Bu €lthoff 2011; Qu et al. 2014).
VR was originally understood as “near reality” (Doyle 2015). What people experi-
ence as human beings, in general, is called reality. When the experience is almost
“near” reality, it is understood as VR. Human beings’ experience in reality is a combin-
ation of sensory information and their brain mechanisms for the information. From the
Literature Review
Telepresence Theory
The theory of telepresence (Steuer 1992) states that as a user’s feeling of “being
there” increases, the user’s sense of telepresence is also facilitated, resulting in a posi-
tive assessment of the experience such as satisfaction and comprehension. The theory
views telepresence in VR from a human experience perspective going beyond technol-
ogy. As VR refers to a mediated experience of humans, the locus of VR shifts from hard-
ware to the perceptions of individual users. Telepresence theory suggests that VR
research examine individual experience, differences, and perceptual processes in deter-
mining its nature and influence (Steuer 1992). The human cognitive system explains
perceptual mechanisms in human communication. In the mediated environment where
a sense of telepresence occurs, users can interact and experience sensory stimuli
employed in the environment. As such, telepresence is a function of perceiver as well
as technology (Held and Durlach 1992).
296 S. KANG ET AL.
Research Hypotheses
This study tests the degree to which VR news presents telepresence compared to
other news, and if such an experience affects the evaluation of news credibility. In
another analysis, the traits of telepresence are compared with news credibility between
different formats of VR news. The literature review suggests that traits contained in VR
video offer viewers a different telepresence experience than a traditional video
(Coleman and Ross 2010; Suh and Lee 2005). Studies demonstrate that the experience
of telepresence affects a positive evaluation of news credibility. In four experimental
conditions—(a) a VR news video with a headset, (b) a 360-degree VR news video, (c) a
2D video news video, and (d) a control group (no exposure to VR news)—respondents
in this study evaluate the components of telepresence and news credibility.
VR offers digitally recreated simulations of real-world activities. VR news allows
the audience to experience dynamic social stimuli. The new virtual environment may
engender a sense of telepresence in users that can serve to enhance an understanding
of the content (Parsons, Gaggioli, and Riva 2017). The immersive environment of VR
news isolates the user from the physical world and replaces the sensory streams com-
ing from the real world. Users viewing the VR news feel that the technology has
become part of their bodies and they are immersed. When they feel telepresence in
VR, they react emotionally and cognitively, as if the virtual world exists physically
(Waterworth and Riva 2014). The following research hypotheses claim that there are
variations among the groups with differing news formats in terms of telepresence and
news credibility.
H1: The VR groups (VR news with a headset and 360-degree VR news) will
experience more telepresence than will the traditional news groups (2D and
no exposure).
Method
Sample and Stimuli
A VR news mobile application by The New York Times called NYTVR was installed
on two iPhone 6 (H 5.44 in.; W 2.64 in.; D 0.27 in.; lens 0.302 in.; weight 4.6 oz.) devices.
As of October 31, 2016, 23 VR videos were available on the NYTVR app. A VR news
story on the app consists of the VR mode with a headset and the standard mode of
360-degree VR news. Therefore, VR news apps including NYTVR contain 360-degree
VIRTUAL REALITY NEWS AND CREDIBILITY 299
videos in the VR news category. The VR news with a headset requires viewing goggles
such as Google Cardboard. For 360-degree videos, the user turns the mobile phone
around to see other sides of the video.
A VR news video entitled, “The Fight for Falluja,” was selected for the experiment.
There are two reasons for selecting this VR news video. First, it was one of the two VR
news videos covering an ongoing issue at the time of the experiment (the other video
featured news about the 2016 presidential election). From the first-person perspective,
the selected video showed a real battle scene taken by an embedded journalist with a
narration, which showed the real moments of shooting exchanges in the city of Falluja,
Iraq. Second, all the other videos on the app were entertainment stories, such as a car
race, the top of One World Trade Center, and Pluto’s Frigid Heart. These VR videos
were considered less reflective of the meaning of news credibility relatively than “The
Fight for Falluja” because they mainly aimed at information and entertain-
ment delivery.
After obtaining Human Subjects Review approval from the Institutional Review
Board of the first author’s university in October 2016, undergraduate communication
majors were recruited for the study. They were compensated with extra course credit
for their participation. All students in the course were equally given the opportunity to
partake in the experiment and receive a 10-percent additional credit to their class par-
ticipation grading category. Only the students who volunteered took part in the experi-
ment and received the credit.
Eighty students were recruited for four experimental conditions from November
2016 to October 2017. Each condition was conducted at different points in time due to
recruitment and lab reservation. Of 80 student volunteers, 20 students were randomly
assigned to the VR news with a headset group. Another group of 20 students was ran-
domly assigned to the group with VR news in 360 degrees. The subjects of the two
groups could pan right or left or tilt up or down the phone to view a different angle
(see Figure 1).
The third group was asked to watch the 2D video news about “The Fight for
Falluja” for one and a half minutes. Then they answered the same questions with those
for Group 1 (VR video with a headset) and 2 (360-degree video without a headset). The
fourth group of 20 students was the control group, which was asked to complete a
questionnaire without viewing any VR video. The participants of Group 4 were asked
about their general feelings of telepresence and credibility in their any previous video
news consumption experience in all types of electronic media except for VR news for-
mats. The control group answered the same questions with those for the other
three groups.
The VR news group used Google Cardboards (8.75 in. by 22 in., and 0.06 in. thick-
ness) to watch the video, “The Fight for Falluja.” Before students were recruited, they
were provided with a safety warning for when they use Google Cardboard. The safety
information about Google Cardboard mentions that there might be a risk of nausea,
discomfort, eyestrain, and disorientation when people use the device. Therefore, those
who had epilepsy or a history of seizures were prohibited from participating in
the experiment.
As for the relatively small sample size, a priori power analysis was conducted
using GPower to verify if the sample size is sufficient to provide valid test outcomes.
300 S. KANG ET AL.
FIGURE 1
Experimental video conditions. VR news with a headset (top left), 360-degree VR news
(top right), VR news app interface (bottom left), and two types of views (bottom right)
Past communication research has found that sample size and effect size was negatively
correlated. The suggested effect size for small samples ranges from .35 to .45 in audi-
ence behaviors (Eisend 2015; Levine, Asada, and Carpenter 2009). In detecting effects
of that size (.40) for the current study’s analysis of variance (ANOVA) test, using a
Bonferroni-corrected a error probability of .05 and a .80 level of power (1-b) (Cohen
1988), 3 degrees of freedom, and 4 groups, a total sample size at least 73 participants
was determined to be necessary. Therefore, the current sample of 80 for four groups is
within the acceptable range of sample for further analysis.
Procedures
The experiment administrators introduced the recruited students to the video,
“The Fight for Falluja.” The subjects were asked a screening question about the treat-
ment VR videos addressing whether they had ever been exposed to the videos. All par-
ticipants answered “no” to the question, assuring that the precondition of the
experiment for the subjects was equal. In a media lab, Groups 1 and 2 were asked to
watch VR news with a headset and 360-degree VR news. The original length of the
video is 11 minutes and 8 seconds, but the subjects were asked to watch for the first
one and a half minutes and complete a post-experimental survey.1 The experiment
VIRTUAL REALITY NEWS AND CREDIBILITY 301
administrators used two iPhone 6 devices for the VR news group with a headset
(Group 1) and the 360-degree VR news group (Group 2). Groups 1 and 2 used identical
sets of earphones to listen to the audio, including ambiance and a reporter’s narration
while watching the video. Group 3 received an email that asked the participants to
watch a YouTube video about the “Fight for Falluja” (https://youtu.be/Z3jbUSIsNms) for
one and a half minutes and complete a post-experiment survey. The students were
asked to finish the experiment without an interruption.
Given the experiment administration, the setting for Groups 1–3 is a combination
of lab and field experiments. Other past communication research used the identical
method to collect data with the current study. For instance, Valentino, Traugott, and
Hutchings (2002) conducted the same political ad effect experiment at home and lab
for a large number of participants. They found a similar persuasive effect in both sam-
ples. The differing experiment conditions, however, should be interpreted with caution
because confounding factors (e.g. different experimental setting) are present. Variations
in computers used, noise, and circumstance can restrict participants’ foci of attention,
which can affect test results (Xu and May 2013).
Group 4 received an email that asked to complete the same questions with the
other groups about telepresence and credibility. The group 4 setting bears some meth-
odological limitations in terms of questions (asking them as if they watched video
news before). The issues are mentioned as a study constraint in the limitation section.
All participants provided their student IDs in the survey to receive extra course credit
after completing the experiment.
Measurement Instruments
Telepresence
The items measuring telepresence were adopted from the telepresence scale in a
VR environment (Kim and Biocca 1997). The eight items were rephrased to test the sub-
jects’ VR news experience. Following the conceptual definition of telepresence (a view-
er’s feeling of being present in the mediated environment and not being present in
the unmediated physical environment), the items measured feelings of “being there” in
the VR interface from departure to arrival.
The items (from Strongly Disagree ¼1 to Strongly Agree ¼7) were (a) “When the
news ended, I felt like I came back to the ‘real world’ after a journey”; (b) “The news
came to me and created a new world for me, and the world suddenly disappeared
when the news journey ended”; (c) “During the news, I felt I was in the world the news
created”; (d) “During the news, I forgot that I was in the middle of an experiment”; (e)
“During the news, my body was in the room, but my mind was inside the world cre-
ated by the news”; (f) “During the news, the news-generated world was more real or
present for me compared to the ‘real world’”; (g) “The news-generated world seemed
to me ‘somewhere I visited’ rather than ‘something I saw’”; and (h) “During the news,
my mind was in the world created by the news, not in the room.” Cronbach’s alpha for
the scale from the four groups yielded .92. The average of the items was created as a
new variable, called telepresence, for additional analysis in two-way ANOVA.
302 S. KANG ET AL.
TABLE 1
Comparison between VR news with headset group and 360-degree VR news group in
viewing format
News credibility
The four groups were asked questions about news credibility that were adopted
from professional and civic credibility measures (Gaziano and McGrath 1986).
Professional credibility assessed journalists’ professional skills for news reflecting the
following elements: “The news I watched is (a) Unfair/fair, (b) Does not tell the whole
story/tells the whole story, (c) Inaccurate/accurate, (d) Cannot be trusted/can be
trusted, and (e) Opinionated/factual, and (f) Poorly presented/well presented.” Civic
credibility measured items reflecting journalistic practices that relate to ordinary citi-
zens: “The news I watched is (a) Does not meet a viewer’s interest/meets a viewer’s
interest, (b) Does not separate fact from fiction/does separate fact from fiction, and (c)
Concerned with profits/concerned about public interest.” Respondents were asked to
rate the nine items on a seven-point semantic differential scale. A preliminary factor
analysis yielded single dimensionality and Cronbach’s alpha for the unidimensional
credibility scale was .83. A new variable, credibility, was created to compare the
four groups.
Manipulation Check
This study checked manipulation during the experiment by evaluating whether
or not the subjects accurately understood the different formats of VR news.
Experimental subjects in the VR news with a headset and 360-degree VR news condi-
tions were asked to indicate whether the news version they watched was VR news with
a headset or standard 360-degree VR news (1 ¼ No, 2 ¼ Yes). The items were (a) “The
news I watched is VR news with a headset” and (b) “The news I watched is standard
video news in 360 degrees.” If a significant difference is found between the two
responses from the respondents, it indicates the manipulation is adequately estab-
lished. A chi-square test between VR news with a headset and 360-view VR news was
performed, X2 (1, n ¼ 40) ¼ 9.85, p < .01.
The comparison showed that majority viewers of VR news with Google
Cardboard correctly understood that they were watching it with a headset and not
watching 360-degree VR news (Table 1). Another manipulation check was conducted
by comparing the difference in telepresence among the four groups. The results are
presented in the “Findings” section.
VIRTUAL REALITY NEWS AND CREDIBILITY 303
TABLE 2
Group difference in telepresence (N ¼ 80)
Notes: Items are 1. When the news ended, I felt like I came back to the “real world”
after a journey, 2. The news came to me and created a new world for me, and the world
suddenly disappeared when the news ended journey, 3. During the news, I felt I was in
the world the news created, 4. During the news, I forgot that I was in the middle of an
experiment, 5. During the news, my body was in the room, but my mind was inside the
world created by the news, 6. During the news, the news-generated world was more
real or present for me compared to the “real world,” 7. The news-generated world
seemed to me “somewhere I visited” rather than “something I saw,” and 8. During the
news, my mind was in the world created by the news, not in the room.
Group 1: VR news with a headset; Group 2: 360-degree VR news; Group 3: 2D video
news; Group 4: Control.
p < .05. p < .01. p < .001.
Findings
The sample was composed of 24 males (30.0%) and 56 females (70.0%). Age
range was between 18 and 36 (M ¼ 22.19, SD ¼ 2.93). The school year distribution was
senior (n ¼ 46, 57.5%), junior (n ¼ 20, 25.0%), sophomore (n ¼ 13, 16.3%), and freshman
(n ¼ 1, 1.3%).
For group comparisons of telepresence and news credibility, one-way ANOVA
and two-way ANOVA for main and interaction effects were used. Hypothesis 1 tested if
the VR groups (VR news with a headset and standard 360-degree VR news) would
show higher telepresence than the traditional news groups (2D and control). This ana-
lysis allowed for another manipulation check because the purpose of the experiment
was to examine if telepresence exists in the subjects’ experiences with VR news with a
headset and 360-degree VR news. An ANOVA test for items showed that the effects of
VR news with a headset and 360-degree VR news on telepresence compared to the
control group were significant (Table 2).
304 S. KANG ET AL.
TABLE 3
Group difference in news credibility (N ¼ 80)
Notes: Items are: The news I watched (is) 1. Unfair/fair, 2. Does not tell the whole story/
tells whole story, 3. Inaccurate/accurate, 4. Cannot be trusted/can be trusted, 5.
Opinionated/factual, 6. Poorly presented/well presented, 7. Does not meet a viewer’s
interest/meet a viewer’s interest, 8. Does not separate a fact from fiction/does separate a
fact from fiction, and 9. Concerned with profits/concerned about public interest.
Group 1: VR news with a headset; Group 2: 360-degree VR news; Group 3: 2D video
news; Group 4: Control.
p < .05. p < .01. p < .001.
Post hoc analyses using Scheffe’s criterion for significance indicated that the
assessment of telepresence was significantly higher in the VR with a headset group
and the 360-degree VR group than in the control group (no exposure). This result, how-
ever, should be accepted with caution because the control group was not exposed to
the stimulus message. There were two significant relationships between the VR groups
and the 2D news group. Two telepresence items, “(a) During the news, I felt I was in
the world I created” and (b) “The news-generated world seemed to me somewhere I
visited rather than something I saw,” showed a significant difference between the 360-
degree video group (high) and the 2D group (low). There was no significant difference
between VR news with a headset and 360-degree news. No differences were found
between 2D news and no exposure. As a result, H1 was partially supported.
Hypothesis 2 predicted the VR news groups would show a better evaluation of
news credibility than the traditional news groups (2D and control). An ANOVA test for
news credibility found that the effects of VR news with a headset and 360-degree VR
news on news credibility compared to the traditional news groups were significant in “(a)
Does not/does tell the whole story,” “(b) Inaccurate/accurate,” “(c) Cannot/can be trusted,”
“(d) Opinionated/factual,” and “(e) Does not/does meet viewer’s interest” (Table 3).
VIRTUAL REALITY NEWS AND CREDIBILITY 305
TABLE 4
Main and interaction effects of group and telepresence on news credibility (N ¼ 80)
Post hoc analyses using Scheffe’s criterion found several significant relationships.
There was a significant difference between the 360-dgree group (high) and the 2D
news group (low) in “Does not/does tell the whole story.” In other post hoc analyses,
significant differences were found between the 360-degree group and the control
group in “(a) Inaccurate/accurate,” “(b) Cannot be trusted/trusted,” and “(c)
Opinionated/factual.” There was no significant difference between VR news with a
headset and 360-degree news. No difference was found between 2D news and no
exposure. The results indicate that the 360-degree group is effective in invoking a posi-
tive news credibility. Therefore, H2 received partial support.
Hypothesis 3 predicted a positive relationship between telepresence and news
credibility. For the analysis, two-way ANOVA was used by creating composite variables
of telepresence and credibility (Table 4). Telepresence was divided into two groups by
the median (4.25). In the analysis, the four groups had a main effect on news credibility.
Telepresence had a significant main effect on news credibility as well (Table 4). In the
interaction effect, news credibility was significantly affected by the groups in high tele-
presence (Figure 1). Therefore, H3 received full support. A post hoc Scheffe test for
group difference showed no difference among the VR group with a headset, the 360-
degree video group, and the 2D video group with high telepresence in credibility.
Significant differences were found only between the VR news groups with high pres-
ence (with a headset and 360-degree) and the control group (no exposure) in
credibility.
Discussion
The current study was designed to examine the effectiveness of VR news regard-
ing telepresence and news credibility. VR news with a headset (Google Cardboard) and
360-degree VR news were compared to the traditional news groups (2D video and no
exposure) in news credibility.
The results of Hypothesis 1 demonstrate that subjects’ experience with VR news
presents a significantly higher level of telepresence than the control group (no expos-
ure). In turn, the VR news on the tested mobile app likely enhanced the subjects’ feel-
ings of being co-present with others in the mediated space (Ijsselsteijn et al. 2000). The
subjects evaluated that the VR news created a new world like going on a journey, and
they felt as though they were coming back to the real world after the journey when
306 S. KANG ET AL.
the news viewing ended. These results indicate that the audience is being sent to the
different environment and being immersed (Kim and Biocca 1997). The study partici-
pants highly assessed the VR news-generated world as more real and present com-
pared to the real world. These findings suggest the potential VR news has for the
audience’s immersive news consumption. Notably, the 360-degree group shows a sig-
nificant response to telepresence compared to the 2D video group, indicating that
without a headset, viewers can still feel telepresence through viewing 360-degree VR
news on the phone, compared to the 2D video. The 360-degree group felt they visited
the world they created. The results, therefore, suggest the potential utility of 360-
degree VR news in the mobile news market.
With regard to Hypothesis 2, VR news groups showed higher evaluations on cred-
ibility than the control group in several items. The significant differences were found in
the “inaccurate/accurate,” “opinionated/factual,” and “cannot be trusted/can be trusted”
items between the 360-degree group and the control group. Again, it is likely that the
viewers viewed the 360-degree video as more accurate and trusted as compared to no
exposure. Further, the viewers evaluated that the 360-degree video tells the whole
story compared to the 2D video. The results imply that VR news can increase the audi-
ence’s assessment of accuracy and factuality (Watson 2016). Particularly, the results also
suggest that VR news can increase news objectivity not only by showing but also by
having audiences experience news from trusted sources (Graham 2016). News organiza-
tions making VR news can consider these factors (accuracy, factuality, and trust) when
they choose VR news topics and produce a video to increase those credibility factors
(accuracy, factuality, trust in a story, and storytelling). However, news fairness, fiction,
and public interest turned out no group differences. The results imply that depending
on framing or individual variations, VR news can differently affect viewer interpretations
of the news. News organizations making VR news can consider these factors (accuracy,
factuality, and trust) when they choose VR news topics and produce a video to increase
those credibility factors (accuracy, factuality, trust in a story, and storytelling).
The results of Hypothesis 3 showed that there is an interaction effect of news
groups and telepresence on news credibility. The result affirms that telepresence brings
credibility to news consumption. However, there is no significant difference between
VR news and 2D news with high telepresence for credibility. This result means that,
when evaluating credibility, viewers do not feel a substantial difference between VR
news and 2D news with high telepresence (Figure 2).
In connection with understanding VR from the human experience perspective
(Steuer 1992), the focus of VR is likely not on the headset or mobile screen but on the
communicators’ perception of being present in the same virtual space created by the
mediated environment. When the experience evokes a feeling of telepresence, the user
interacts and evaluates the virtual moments. As H2 and H3 results demonstrated (no
significant difference among VR with a headset, 360-degree news, and 2D video news),
technology did not distinguish differences. Along the line with no difference, Steuer’s
conceptualization of telepresence emphasizing medium, experience, perception, and
individuals as well as the technology itself offers how VR can be studied in communica-
tion, including immersive journalism. Future research on VR news can test not only VR
settings, sensory information, and a mediated environment but also context-based fac-
tors such as task difficulty, content, vividness, and individual differences in cognitive
VIRTUAL REALITY NEWS AND CREDIBILITY 307
FIGURE 2
Interaction Effect of group and telepresence on credibility
and emotional engagement (Laurel 1991). More concretely, research can be conducted
on what merits VR news can bring to the audience compared to 2D video news by
focusing on individual differences. The advantages can be measured by storylines,
involvement, sympathy, empathy, and other psychological engagement.
When VR news is combined with telepresence, the news consumption experience
can fortify news credibility. Besides telepresence, it will be worth exploring how news
narratives in VR can affect credibility or attitudes. The method of news presentation
can be the next step to identify VR news traits better. From a storytelling perspective,
the current VR news does not follow traditional news production (e.g. reporter appear-
ance). Since it likely corresponds to a documentary video, further development of a
suitable news story format for VR is recommended.
As telepresence theory (Steuer 1992) states, media richness, vividness, and inter-
activity in VR news enhances the feeling of telepresence and positive credibility evalua-
tions. VR offers a three-dimensional environment, in which the user can navigate and
be linked by specific behaviors and dynamic properties (Zahorik and Jenison 1998).
Telepresence in VR news is an experience resulting from the interaction of a user with
a given medium. The sense of “being there” in VR news is related to the user’s ability
to successfully “act there” in the space where he or she is situated virtually. This notion
is linked with Gibson’s concept of affordance (1977), clues in the environment that indi-
cate possibilities for action. In the case of VR news, the more effectively the virtual
environment allows for user engagement in an intended behavior, the greater sense of
telepresence he or she will feel (Gilbert 2017; Parsons, Gaggioli, and Riva 2017). It
seems that audiences hold a possibility of affordance, in which they are likely to take
action after VR news consumption. Continued investigations on VR news narratives and
projected post actions are necessary.
News organizations are encouraged to make VR news on different news topics.
They need to set up a mass production system for VR news with a variety of topics.
308 S. KANG ET AL.
Hence, audiences will be able to access VR news anytime and anywhere readily. As the
goal of VR news is to deliver truth and facts, rather than deception, such diffusion
efforts may help increase public perceptions of news credibility. The results that 360-
degree news explains credibility better than the other groups suggest that news organ-
izations develop the ways for viewers to readily experience quality VR news on their
phones without a headset.
phone that has an insufficient hard space. News organizations may need to accommo-
date solid VR video play in any Internet connection circumstances to get more consid-
erable audience access to VR news. This study had a limitation on how the subjects
thought about the VR news viewing experience. Future research on VR journalism can
ask participating subjects open-ended questions about their feelings in written
evaluations.
Further research can test differences in headsets, such as Samsung Gear and
Oculus Rift. The headsets may show a higher-quality VR video than Google Cardboard,
so audience responses to the viewing experience may differ, as well. As for 360-degree
VR news, screen size may affect viewing experience and evaluation. Watching a 360-
degree VR news story on a phone, tablet PC, or desktop PC with a mouse for turning
directions can provide viewers with different experiences.
Conclusion
The present study explored the potential of immersive journalism through an
experiment of VR news viewing. The results found that viewers experienced more tele-
presence in VR news than did non-viewers. In a separate post hoc analysis, there were
only a few significant differences in telepresence and credibility between VR news and
2D video news viewing. The 360-degree news was a bit more useful than 2D news in
telepresence. There was no difference between VR news with a headset and 2D news.
No significant difference was found between the VR news with a headset and the 360-
degree video either in telepresence and credibility. Therefore, news organizations need
to devise ideas to offer VR news viewers with a headset more distinct experience than
2D news viewing. VR news with a headset needs to be in better resolution, news-
worthy, easy access to headsets and video, video play without buffering, and a well-
organized storyline to sufficiently impress digital audiences. More research attempts on
VR are necessary to find efficient, cost-effective, technical error-free, and quality news
storytelling. VR journalism experts point out that the VR news industry still has a poor
understanding of its audience both in terms of content, content discovery, and audi-
ence attitudes to the software and hardware (Watson 2017). Given the findings of this
study, VR news is a news format that has some potential to improve news credibility
and more news organizations can adopt it.
NOTE
1. The experiment administrators first planned to show 2 minutes but due to the
poor WiFi connection in the lab, the amount of time was adjusted to 1 minute
and 30 seconds. Longer exposure at faster WiFi speed is needed in
future research.
DISCLOSURE STATEMENT
No potential conflict of interest was reported by the author(s).
310 S. KANG ET AL.
FUNDING
This research was supported by the Faculty Research Development Fund of the
Department of Communication at the University of Texas, San Antonio.
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