Virtual reality (VR) has had the reputation of being a revolutionising technology ever since it emerged in the early 1960s, but virtual is not yet a successful reality in journalistic practice. Examining VR’s current situation and the factors preventing it from reaching its predicted potential in digital journalism, this paper analyses the user comments (n = 770) on 15 journalistic VR apps offered by media organizations, with the help of a qualitative-reductive content analysis. Deductive categories of analysis contain the constructs of immersion, emotion, usability, and utility, which are further specified by inductive subcategories in the course of the analysis. Results show that users positively highlight different aspects of emotion and immersion that the VR apps elicit, and criticize journalistic VR apps for their low levels of utility and usability. Implications for journalistic practice and research are subsequently drawn.
Since its emergence in the 1960s, virtual reality (VR) has generated significant enthusiasm among researchers and practitioners, as well as technology and media companies. In journalistic practice, however, VR has so far only been able to compete to a limited extent. This paper first establishes the status quo of VR apps in the journalistic field as found in the Oculus Store, and then analyses the user comments (N = 770) of 15 VR apps produced by journalistic media outlets to evaluate their perceptions in terms of the constructs of immersion, emotion, usability, and utility. Results show that users positively highlight VR’s capacities to elicit immersion and emotion, while technological aspects of usability and utility are often assessed negatively. Additionally, positive emotional and immersive reactions in VR are possible despite flaws in technology, and a positive immersion is also associated with a positive emotional VR experience. Derivations for a potential restart of VR apps in journalism are drawn.
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