“我觉得像是玩游戏”:用户对VR新闻的使用体验研究

李唯嘉, 周泉

国际新闻界 ›› 2022, Vol. 44 ›› Issue (4) : 78-95.

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国际新闻界 ›› 2022, Vol. 44 ›› Issue (4) : 78-95.
研究论文

“我觉得像是玩游戏”:用户对VR新闻的使用体验研究

作者信息 +

“I feel like I’m playing a game”: Research on User Experience of VR News

Author information +
文章历史 +

摘要

虚拟现实(Virtual Reality,VR)技术被认为是新闻生产与内容消费的下一个前沿。作为一种新兴的传播媒介,VR新闻兼具技术融合与内容创新的特征。研究采取焦点小组访谈的方式进行,邀请参与者现场体验VR新闻并参与讨论,采用扎根理论的方式分析访谈文本,进而提取出“感知技术特征”“感知信息价值”“感知技术适应程度”“技术支持”“文本呈现”以及“环境状况”6个核心范畴,构造用户VR新闻使用体验模型,并从“技术-内容”这一视角对用户的使用体验进行了分析与总结。研究发现,现阶段用户对VR新闻的使用体验更偏向技术性,此外,VR新闻的发展需要和整体的媒介生态相匹配。

Abstract

Virtual Reality (VR) technology is considered to be the next frontier of news production and content consumption. As an emerging media, VR news features both technological convergence and content innovation. The study was conducted by focus group interviews, in which participants were invited to experience VR News on the spot and participate in discussions. The interview text was analyzed by grounded theory, then, six core categories of “Perceived technology features”, “Perceived information value”, “Perceived technical fitness”, “Technical support”, “Text presentation” and “Environmental condition” are extracted. This paper constructs the user experience model of VR News, and analyzes and summarizes the user experience from the perspective of “technology-content”. The study found that the current user experience of VR News is more technical, in addition, the development of VR News needs to match the overall media ecology.

关键词

VR新闻 / 使用体验 / 影响因素 / 焦点小组

Key words

VR News / User Experience / Factors / Focus Group

引用本文

导出引用
李唯嘉, 周泉. “我觉得像是玩游戏”:用户对VR新闻的使用体验研究[J]. 国际新闻界. 2022, 44(4): 78-95
LI Weijia, ZHOU Quan. “I feel like I’m playing a game”: Research on User Experience of VR News[J]. Chinese Journal of Journalism & Communication. 2022, 44(4): 78-95

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注释 [Notes]

1. Most People Know Little About VR The knowledge and use of virtual reality,particularly for gaming, is growing, but the hurdles like cost, fear of isolation in a VR world, and motion sickness are prevalent.Retrieved from https://www.pcmag.com/news/367446/despite-gains-most-people-know-little-about-vr-or-would-use

2. VR头戴设备主要包括三种形态:“移动端头显”“外接头戴式设备”以及“一体机”。其中,“移动端头显”也称手机盒子,只需要一个硬纸板,两块凸透镜,外加一部手机,就可以体验虚拟现实。目前VR新闻的观看模式主要是借助“移动端头显”以及手机应用软件的配合来完成观看,因此本文的VR头戴设备具体是指“移动端头显”设备。

3. “VR新闻实验室”在京成立(2016)。检索于 http://epaper.gmw.cn/gmrb/html/2016-08/19/nw.D110000gmrb_20160819_6-04.htm

4. 当游戏成为“类刚需”,手机厂商如何抢滩登陆(2019)。检索于 https://36kr.com/p/5173412

5. 最新2019中国VR市场报告,透露出这15件事!(2019)。检索于 http://www.diankeji.com/vr/50429.html

6. 从横屏到竖屏,创作者们需要换个玩法(2019)。检索于 https://www.36kr.com/p/1723721973761

7. 陀螺仪是一种用于测量角度以及维持方向的设备,在飞行游戏,体育类游戏和第一视角类射击等游戏中,可以完整监测游戏者手的位移,从而实现各种游戏操作效果。


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