{"title":"“This Is So Cool”: A Phenomenological Study on Virtual Reality Novelty","authors":"Megan Cox, Casey Yetter","doi":"10.51548/10.51548/joctec-2022-004","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) technology often provides immersive experiences through which consumers can better understand how a product works or why they should invest in a product (Dennis, 2010). Consumers who use VR are often able to simulate authentic experiences that feel “real-life” (Diemer et al., 2015). VR experience has also been associated with the characteristics of immersion, presence, interactivity (Mutterlein, 2018), and vividness (Van Kerrebroeck et al., 2017). Novelty and first-time VR use have been investigated to some extent in research on education (Adams et al., 2009; Merchant et al., 2014), but VR novelty has not been studied in-depth in other disciplines. This study takes a phenomenological approach, which uses in-depth descriptions of participants’ experiences of a real-life phenomenon to understand those experiences better and lay the foundation for future studies (Cresswell & Poth, 2018). The research uses a sample of 27 participants who experienced VR for the first time and answered open-ended questions concerning that experience, in addition to demographic questions. Participants were given 30 minutes each to select from various VR games and YouTube 360 videos in their first-ever encounter with using a VR headset. In-depth field notes were taken during the experience by the researchers, and post-experience interview prompts for participants were based on previous studies on VR immersion and flow theory. This exploratory, phenomenological study provides three themes that emerged from the data: disorientation and immersion, surprise, and a gradual release on reality. Possibilities for future research and the addition of novelty to the technology acceptance model are discussed.","PeriodicalId":39396,"journal":{"name":"International Journal of Information and Communication Technology","volume":"16 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Communication Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51548/10.51548/joctec-2022-004","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 0
Abstract
Virtual reality (VR) technology often provides immersive experiences through which consumers can better understand how a product works or why they should invest in a product (Dennis, 2010). Consumers who use VR are often able to simulate authentic experiences that feel “real-life” (Diemer et al., 2015). VR experience has also been associated with the characteristics of immersion, presence, interactivity (Mutterlein, 2018), and vividness (Van Kerrebroeck et al., 2017). Novelty and first-time VR use have been investigated to some extent in research on education (Adams et al., 2009; Merchant et al., 2014), but VR novelty has not been studied in-depth in other disciplines. This study takes a phenomenological approach, which uses in-depth descriptions of participants’ experiences of a real-life phenomenon to understand those experiences better and lay the foundation for future studies (Cresswell & Poth, 2018). The research uses a sample of 27 participants who experienced VR for the first time and answered open-ended questions concerning that experience, in addition to demographic questions. Participants were given 30 minutes each to select from various VR games and YouTube 360 videos in their first-ever encounter with using a VR headset. In-depth field notes were taken during the experience by the researchers, and post-experience interview prompts for participants were based on previous studies on VR immersion and flow theory. This exploratory, phenomenological study provides three themes that emerged from the data: disorientation and immersion, surprise, and a gradual release on reality. Possibilities for future research and the addition of novelty to the technology acceptance model are discussed.
期刊介绍:
IJICT is a refereed journal in the field of information and communication technology (ICT), providing an international forum for professionals, engineers and researchers. IJICT reports the new paradigms in this emerging field of technology and envisions the future developments in the frontier areas. The journal addresses issues for the vertical and horizontal applications in this area. Topics covered include: -Information theory/coding- Information/IT/network security, standards, applications- Internet/web based systems/products- Data mining/warehousing- Network planning, design, administration- Sensor/ad hoc networks- Human-computer intelligent interaction, AI- Computational linguistics, digital speech- Distributed/cooperative media- Interactive communication media/content- Social interaction, mobile communications- Signal representation/processing, image processing- Virtual reality, cyber law, e-governance- Microprocessor interfacing, hardware design- Control of industrial processes, ERP/CRM/SCM