{"title":"Immersive and Interactive Awe: Evoking Awe via Presence in Virtual Reality and Online Videos to Prompt Prosocial Behavior","authors":"Adam S. Kahn, A. C. Cargile","doi":"10.1093/hcr/hqab007","DOIUrl":null,"url":null,"abstract":"\n Awe is a widely researched, self-transcendent emotion with a robust ability to prompt prosocial behavior. Within the communication and media disciplines, however, the effects of awe have received only limited empirical attention. Moreover, extant research has ignored the role that media affordances may play in engendering awe and prosocial outcomes. This article presents two studies that explore the prosocial consequences of awe, as mediated by presence and when engendered by immersive features of various media, including virtual reality (VR). Study 1 (N = 154) found that awe content presented in highly immersive VR induced awe via an effect entirely mediated by presence, though impacts on subsequent prosocial outcomes were inconsistent. Study 2 (N = 188) attempted to replicate and clarify the prosociality results from Study 1, as well as contextualize them with respect to eudaimonic appreciation and hedonic enjoyment. Results demonstrated awe effects across all three measures of prosociality.","PeriodicalId":51377,"journal":{"name":"Human Communication Research","volume":" ","pages":""},"PeriodicalIF":4.4000,"publicationDate":"2021-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Communication Research","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1093/hcr/hqab007","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 13
Abstract
Awe is a widely researched, self-transcendent emotion with a robust ability to prompt prosocial behavior. Within the communication and media disciplines, however, the effects of awe have received only limited empirical attention. Moreover, extant research has ignored the role that media affordances may play in engendering awe and prosocial outcomes. This article presents two studies that explore the prosocial consequences of awe, as mediated by presence and when engendered by immersive features of various media, including virtual reality (VR). Study 1 (N = 154) found that awe content presented in highly immersive VR induced awe via an effect entirely mediated by presence, though impacts on subsequent prosocial outcomes were inconsistent. Study 2 (N = 188) attempted to replicate and clarify the prosociality results from Study 1, as well as contextualize them with respect to eudaimonic appreciation and hedonic enjoyment. Results demonstrated awe effects across all three measures of prosociality.
期刊介绍:
Human Communication Research is one of the official journals of the prestigious International Communication Association and concentrates on presenting the best empirical work in the area of human communication. It is a top-ranked communication studies journal and one of the top ten journals in the field of human communication. Major topic areas for the journal include language and social interaction, nonverbal communication, interpersonal communication, organizational communication and new technologies, mass communication, health communication, intercultural communication, and developmental issues in communication.