2021
DOI: 10.31234/osf.io/a2ykd
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I Know It Is Not Real (And That Matters) Media Awareness vs. Presence in a Parallel Processing Account of the VR Experience

Abstract: Inspired by the widely recognized idea that in VR, not only presence but also encountered plausibility is relevant (Slater, 2009), we propose a general psychological parallel processing account to explain users' VR and XR experience. The model adopts a broad psychological view by building on interdisciplinary literature on the dualistic nature of perceiving and experiencing (mediated) representations. It proposes that perceptual sensations like presence are paralleled by users' media awareness or their belief … Show more

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Cited by 2 publications
(2 citation statements)
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References 60 publications
(24 reference statements)
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“…In our study, viewers indicated their PSI with mostly fictional characters on Netflix. It is possible that age and sociodemographic similarities are less important with fictional characters than with real people (Hartmann and Hofer, 2021). Overall, these findings challenge existing literature, as mostly, similar demographic background did not increase viewer PSI in these everyday viewing settings.…”
Section: Discussioncontrasting
confidence: 62%
“…In our study, viewers indicated their PSI with mostly fictional characters on Netflix. It is possible that age and sociodemographic similarities are less important with fictional characters than with real people (Hartmann and Hofer, 2021). Overall, these findings challenge existing literature, as mostly, similar demographic background did not increase viewer PSI in these everyday viewing settings.…”
Section: Discussioncontrasting
confidence: 62%
“…Willing suspension of disbelief allows for readers, or in our case VR users, to interpret experiences as closer to reality than they are. More recent work has discussed the concept of "media awareness" (awareness that the experience is media and not real) and suggested that media awareness and presence work together to define a simulated experience (Hartmann and Hofer, 2021). This idea may give insight into why users' previous experience with VR or previous video game experience has been shown to negatively correlate with reported cybersickness (e.g., Freitag et al, 2016).…”
Section: Hypothesis 2: Presence Will Negatively Correlate With Cybers...mentioning
confidence: 99%