Recently, virtual reality (VR) has emerged, but a conceptual framework explicating potential foundational pillars of VR entertainment is still missing. The present chapter aims to fill this gap by introducing, based on a review of the related literature, such a conceptual framework. It proposes that the typical VR experience is characterized by the interaction of three core mechanisms or affordances (that, albeit in different constellations and to a different degree, also underlie other media channels), namely a profound sense of embodiment, spatial presence or a sense of physical co-location of other entities and events, and users’ cognitive distancing. It argues that these factors jointly affect the extent users experience VR as immediately self-relevant and consequential. By linking these three foundational pillars of the VR experience to users’ entertainment experience and related research on media entertainment, it derives five propositions about entertainment in VR (and other channels that support these affordances).
|Title of host publication||The Oxford Handbook of Entertainment Theory|
|Editors||Peter Vorderer, Christoph Klimmt|
|Place of Publication||Oxford, UK|
|Publisher||Oxford University Press|
|Publication status||Published - Apr 2021|
Bibliographical noteSection III: Models on Entertainment Phenomena Bound to Specific Media or Message Types, chapter 36.
- virtual reality