¡Disfruto más, pero comprendo menos, las noticias en video 360°! Gratificaciones obtenidas en la investigación del periodismo de realidad virtual

Autores/as

  • Juan Camilo Hernández-Rodríguez Universidad de La Sabana, Colombia
  • Víctor García-Perdomo Universidad de La Sabana, Colombia

DOI:

https://doi.org/10.7764/cdi.56.60193

Palabras clave:

usos y gratificaciones; periodismo de realidad virtual; video 360°; disfrute; conocimiento; comprensión; credibilidad

Resumen

El metaverso, gracias a tecnologías como la realidad virtual (RV), promete tener un lugar para el periodismo. Su desarrollo, empero, no está claro. Esta investigación experimental pretende ofrecer luces respecto de qué gratificaciones reales podrían conseguir (gratificaciones obtenidas, GO) los usuarios al exponerse a historias informativas en video 360°, experimentadas con gafas Oculus Quest, en comparación con aquellos que lo hacen a un reportaje multimedia en la pantalla de una computadora. El estudio analiza las GO de conocimiento, comprensión, credibilidad, compromiso emocional, empatía y disfrute. La gratificación que reportaron los participantes (estudiantes universitarios) fue la del disfrute y, en coherencia, este contenido virtual les generó mayor satisfacción que la multimedia tradicional. La investigación revela, sin embargo, que las historias periodísticas multimediales con fuerte componente textual siguen arrojando mejores resultados en conocimiento y comprensión del acontecimiento noticioso al compararlas con las tecnologías inmersivas. 

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Juan Camilo Hernández-Rodríguez, Universidad de La Sabana, Colombia

Juan Camilo Hernández-Rodríguez, profesor asistente y candidato a doctor en Comunicación por la Universidad de La Sabana. Magíster en Periodismo y Comunicación Digital por la misma institución. Investiga sobre audiencias y desinformación, y sobre la intersección entre narrativas periodísticas, tecnologías emergentes (realidad virtual) y neurociencias.

Víctor García-Perdomo, Universidad de La Sabana, Colombia

Víctor García-Perdomo, profesor titular de la Universidad de La Sabana. Doctor en Periodismo y Comunicación y magíster en Estudios Latinoamericanos por la Universidad de Texas, Austin, Estados Unidos. Investiga sobre el impacto de las tecnologías digitales en los medios, en el periodismo y en la audiencia.

Citas

Aitamurto, T., Aymerich-Franch, L., Saldivar, J., Kircos, C., Sadeghi, Y., & Sakshuwong, S. (2020). Examining augmented reality in journalism: Presence, knowledge gain, and perceived visual authenticity. New Media and Society, 24(6), 1–22. https://doi.org/10.1177/1461444820951925

Archer, G. & Finger, K. (2018). Walking in another’s virtual shoes: Do 360-Degree Video News Stories Generate Empathy in Viewers? Columbia Journalism School. https://academiccommons.columbia.edu/doi/10.7916/D8669W5C

Baía, A., Kick, L., & Oliveto, M. (2023). Main concepts in immersive journalism: Immersion and presence. In A. L. Sánchez (Ed.), Insights on Immersive Journalism (pp. 92–104). Taylor & Francis.

Barnidge, M., Sherrill, L.-A., Kim, B., Cooks, E., Deavours, D., Viehouser, M., Broussard, R., & Zhang, J. (2021). The Effects of Virtual Reality News on Learning about Climate Change. Mass Communication and Society, 25(1), 1–24. https://doi.org/10.1080/15205436.2021.1925300

Barreda-Ángeles, M., Aleix-Guillaume, S., & Pereda-Baños, A. (2020a). An “Empathy Machine” or a “Just-for-the-Fun-of-It” Machine? Effects of Immersion in Nonfiction 360-Video Stories on Empathy and Enjoyment. Cyberpsychology, Behavior, and Social Networking, 23(10), 683–688. https://doi.org/10.1089/cyber.2019.0665

Barreda-Ángeles, M., Aleix-Guillaume, S., & Pereda-Baños, A. (2020b). Virtual reality storytelling as a double-edged sword: Immersive presentation of nonfiction 360°-video is associated with impaired cognitive information processing. Communication Monographs, 88(2), 154–173. https://doi.org/10.1080/03637751.2020.1803496

Bhattacherjee, A. (2001). Understanding Information Systems Continuance: An Expectation-Confirmation Model. MIS Quarterly, 25(3), 351–370. https://doi.org/https://doi.org/10.2307/3250921

Bujić, M. (2021). Immersive Persuasiveness. Investigating media effects of 360-degree immersive journalism (Academic dissertation, Tampere University). https://trepo.tuni.fi/handle/10024/135612

Da Costa, L. & Brasil, A. (2017). Virtual reality: Technical and narrative innovation in immersive journalism. Contemporânea Revista de Comunicação e Cultura, 15(1), 141–161. https://periodicos.ufba.br/index.php/contemporaneaposcom/article/view/21417

de Bruin, K., de Haan, Y., Kruikemeier, S., Lecheler, S., & Goutier, N. (2020). A first-person promise? A content-analysis of immersive journalistic productions. Journalism, 23(2), 479–498. https://doi.org/10.1177/1464884920922006

De la Peña, N., Weil, P., Sanchez-Vives, M. V., Slater, M., Llobera, J., Giannopoulos, E., Pomés, A., & Spanlang, B. (2010). Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News. Presence: Teleoperators and Virtual Environments, 19(4), 291–301. https://doi.org/10.1162/PRES_a_00005

Domínguez-Martín, E. (2015). Periodismo inmersivo o cómo la realidad virtual y el videojuego influyen en la interfaz e interactividad del relato de actualidad (Immersive journalism or how virtual reality and video games are influencing the interface and the interactivity of news storytelling). Profesional De La Información, 24(4), 413. https://doi.org/10.3145/epi.2015.jul.08

Glasser, T. L. (2000). The Politics of Public Journalism. Journalism Studies, 1(4), 683–686. https://doi.org/10.1080/146167000441385

Greber, H., Aaldering, L., & Lecheler, S. (2023). The Worthwhileness of Immersive Journalism—Taking on an Audience Perspective. Journalism Practice. https://doi.org/10.1080/17512786.2023.2177711

Hendriks, P., Wiltink, D., Huiskamp, M., Schaap, G., & Ketelaar, P. (2019). Taking the full view: How viewers respond to 360-degree video news. Computers in Human Behavior, 91, 24–32. https://doi.org/10.1016/j.chb.2018.09.018

Ibáñez-Sánchez, S., Orús, C., & Flavián, C. (2022). Augmented reality filters on social media. Analyzing the drivers of playability based on uses and gratifications theory. Psychology and Marketing, 39(3), 559–578. https://doi.org/10.1002/mar.21639

Janssen, J. H. (2012). A three-component framework for empathic technologies to augment human interaction. Journal on Multimodal User Interfaces, 6, 143–161. https://doi.org/10.1007/s12193-012-0097-5

Jeong, S.-H., Kim, S., Yum, J. Y., & Hwang, Y. (2020). Effects of virtual reality news on knowledge gain and news attitudes. International Journal of Mobile Communications, 18(3), 300-313. https://doi.org/10.1504/ijmc.2020.107098

Katz, E., Blumler, J. G., & Gurevitch, M. (1973). Uses and Gratifications Research. Public Opinion Quarterly, 37(4), 509–523. https://doi.org/10.1086/268109

Kim, Y. & Lee, H. (2022). User acceptance of 360-degree video news: an integrated model of extended TAM and U&G perspectives. Communication Research and Practice, 8(4), 327–346. https://doi.org/10.1080/22041451.2022.2141861

Kim, M. J., Lee, C. K., & Preis, M. W. (2020). The impact of innovation and gratification on authentic experience, subjective well-being, and behavioral intention in tourism virtual reality: The moderating role of technology readiness. Telematics and Informatics, 49, 101349. https://doi.org/10.1016/j.tele.2020.101349

Kovach, B., & Rosenstiel, T. (2012). Los elementos del periodismo (The Elements of Journalism). Aguilar.

Liou, D. K., Hsu, L. C., & Chih, W. H. (2015). Understanding broadband television users’ continuance intention to use. Industrial Management and Data Systems, 115(2), 210–234. https://doi.org/10.1108/IMDS-07-2014-0223

Maschio, T. (2021). Digital Cultures, Lived Stories and Virtual Reality. Routledge. https://doi.org/10.4324/9781003037316

McQuail, D. (1984). With the benefit of hindsinht: Reflections on Uses and Gratification research. Critical Studies in Mass Communication, 1(2), 177–193. https://doi.org/10.1080/15295038409360028

Metaverse may be $800 billion market, next tech platform (2021, December 01). Bloomberg. https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-tech-platform/

Metzger, M. J., Flanagin, A. J., Eyal, K., Lemus, D. R., & Mccann, R. M. (2003). Credibility for the 21st Century: Integrating Perspectives on Source, Message, and Media Credibility in the Contemporary Media Environment. Annals of the International Communication Association, 27(1), 293–335. https://doi.org/10.1080/23808985.2003.11679029

Mundhenke, F. (2022). Body Epistemes. First-Person Narration and Body Awareness in Nonfictional Virtual Reality. Interactive Film & Media Journal, 2(4), 114–121. https://doi.org/10.32920/ifmj.v2i4.1689

Myers, D. G. (2004). Psychology (7th ed.). Worth Publishers.

Newman, N. (2022). Digital News Report: Journalism, Media, and Technology Trends and Predictions 2022. https://reutersinstitute.politics.ox.ac.uk/sites/default/files/2022-01/Newman - Trends and Predictions 2022 FINAL.pdf

Newman, N., Fletcher, R., Robertson, C. T., Eddy, K., & Kleis- Nielsen, R. (2023). Digital News Report 2023. https://reutersinstitute.politics.ox.ac.uk/sites/default/files/2023-06/Digital_News_Report_2023.pdf

Nielsen, S. L. & Sheets, P. (2019). Virtual hype meets reality: Users’ perception of immersive journalism. Journalism, 22(10), 2637–2653. https://doi.org/10.1177/1464884919869399

Paíno, A. & Rodríguez, M.-I. (2019). Proposal for a new communicative model in immersive journalism. Journalism, 22(10), 2600–2617. https://doi.org/10.1177/1464884919869710

Pallant, J. (2020). Spss Survival Manual (7th ed.). Taylor & Francis.

Palmgreen, P. & Rayburn, J. D. (1979). Uses and Gratifications and Exposure to Public Television: A Discrepancy Approach. Communication Research, 6(2), 155–179. https://doi.org/https://doi.org/10.1177/009365027900600203

Pérez, K. & Hernández, J. E. (2014). Aprendizaje y comprensión. Una mirada desde las humanidades (Learning and comprehension. A glance from the humanities). Humanidades Médicas, 14(3), 699–709. https://humanidadesmedicas.sld.cu/index.php/hm/article/view/650

Pérez-Seijo, S. (2023). Periodismo inmersivo con vídeo 360 grados: valor, narrativa y retos de futuro (360-degree immersive journalism: its value, narrative, and future challenges). Doxa Comunicación. Revista Interdisciplinar De Estudios De Comunicación Y Ciencias Sociales, (37), 385–400. https://doi.org/10.31921/doxacom.n37a1841

Pérez-Seijo, S., Benítez, M. J., & Baía, A. (2022). Immersed in the news. How VR and 360-degree video have triggered a shift in journalistic storytelling. In B. García-Orosa, S. Pérez-Seijo, & Á. Vizoso (Eds.), Emerging Practices in the Age of Automated Digital Journalism (pp. 67–77). https://doi.org/10.4324/9781003260813-7

Pérez-Seijo, S. & Vicente, P. N. (2022). After the Hype: How Hi-Tech Is Reshaping Journalism. In J. Vázquez-Herrero, A. Silva-Rodríguez, M. C. Negreira-Rey, C. Toural-Bran, & X. López-García (Eds.), Total Journalism. Studies in Big Data (pp. 41–52). https://doi.org/10.1007/978-3-030-88028-6_4

Plutchik, R. (2001). The Nature of Emotions: Human emotions have deep evolutionary roots, a fact that may explain their complexity and provide tools for clinical practice. American Scientist, 89(4), 344–350. https://www.jstor.org/stable/27857503

Rauschnabel, P. A. (2018). Virtually enhancing the real world with holograms: An exploration of expected gratifications of using augmented reality smart glasses. Psychology and Marketing, 35(8), 557–572. https://doi.org/10.1002/mar.21106

Ruggiero, T. E. (2000). Uses and Gratifications Theory in the 21st Century. Refining Milestone Mass Communications Theories for the 21st Century, 3(1), 3–37. https://doi.org/10.1207/S15327825MCS0301_02

Sánchez Laws, A. L. (2020). Can Immersive Journalism Enhance Empathy? Digital Journalism, 8(2), 213–228. https://doi.org/10.1080/21670811.2017.1389286

Shin, D.-H., & Biocca, F. (2018). Exploring immersive experience in journalism. New Media and Society, 20(8), 2800–2823. https://doi.org/10.1177/1461444817733133

Steed, A., Pan, Y., Watson, Z., & Slater, M. (2018). “We Wait”-The Impact of Character Responsiveness and Self Embodiment on Presence and Interest in an Immersive News Experience. Frontiers Robotics AI, 5, 112. https://doi.org/10.3389/frobt.2018.00112

Steinfeld, N. (2020). To Be there when it Happened: Immersive Journalism, Empathy, and Opinion on Sexual Harassment. Journalism Practice, 14(2), 240–258. https://doi.org/10.1080/17512786.2019.1704842

Sundar, S., Kang, J., & Oprean, D. (2017). Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions. Cyberpsychology, Behavior, and Social Networking, 20(11), 672–682. https://doi.org/10.1089/cyber.2017.0271

Sundar, S. S., & Limperos, A. (2013). Uses and Grats 2.0: New Gratifications for New Media. Journal of Broadcasting and Electronic Media, 57(4), 504–525. https://doi.org/10.1080/08838151.2013.845827

Tuapanta, J., Duque, M., & Mena, Á. (2017). Alfa de Cronbach para validar un instrumento de uso de TIC en docentes universitarios (Cronbach’s alpha to validate a questionnaire of ICT use in university teachers). Revista MktDescubre, (10), 37–48. http://dspace.espoch.edu.ec/handle/123456789/9807

Van Damme, K., All, A., De Marez, L., & Van Leuven, S. (2019). 360° Video Journalism: Experimental Study on the Effect of Immersion on News Experience and Distant Suffering. Journalism Studies, 20(14), 2053–2076. https://doi.org/10.1080/1461670X.2018.1561208

van Griethuijsen, R., van Eijck, M. W., Haste, H., den Brok, P. J., Skinner, N. C., Mansour, N., Savran, A., & BouJaoude, S. (2015). Global Patterns in Students’ Views of Science and Interest in Science. Research in Science Education, 45, 581–603. https://doi.org/10.1007/s11165-014-9438-6

Vázquez-Herrero, J. & Sirkkunen, E. (2022). Regreso a Fukushima: percepciones y efectos de una historia de periodismo inmersivo (Back to Fukushima: Perceptions and effects of an immersive journalism story). Profesional De La Información, 31(1). https://doi.org/10.3145/epi.2022.ene.08

Venkatesh, V. (2000). Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model. Information systems research, 11(4), 342-365. https://doi.org/10.1287/isre.11.4.342.11872

Vorderer, P., Park, D. W., & Lutz, S. (2020). A history of media effects research traditions. In M. B. Oliver, A. A. Raney, & J. Bryant (Eds.), Media Effects. Advances in Theory and Research (4th ed.) (pp. 1–15). Taylor & Francis.

Watson, Z. (2017). VR for news: The new reality? Reuters Institute.

Wu, H., Cai, T., Liu, Y., Luo, D., & Zhang, Z. (2021). Design and development of an immersive virtual reality news application: a case study of the SARS event. Multimedia Tools and Applications, 80, 2773–2796. https://doi.org/10.1007/s11042-020-09863-w

Wu, H., Cai, T., Luo, D., Liu, Y., & Zhang, Z. (2021). Immersive virtual reality news: A study of user experience and media effects. International Journal of Human Computer Studies, 147, 102576. https://doi.org/10.1016/j.ijhcs.2020.102576

Yale, R. N., Jensen, J. D., Carcioppolo, N., Sun, Y., & Liu, M. (2015). Examining First- and Second-Order Factor Structures for News Credibility. Communication Methods and Measures, 9(3), 152–169. https://doi.org/10.1080/19312458.2015.1061652

Yang, S. (2023). Sentiment and Storytelling: What Affect User Experience and Communication Effectiveness in Virtual Environments? Journalism and Media, 4(1), 30–41. https://doi.org/10.3390/journalmedia4010003

Publicado

2023-09-28

Cómo citar

Hernández-Rodríguez, J. C., & García-Perdomo, V. (2023). ¡Disfruto más, pero comprendo menos, las noticias en video 360°! Gratificaciones obtenidas en la investigación del periodismo de realidad virtual. Cuadernos.Info, (56), 313–333. https://doi.org/10.7764/cdi.56.60193