Understanding VR

Sarah Jones, Steve Dawkins, Julian McDougall

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

1 Citation (Scopus)

Abstract

This chapter begins with some first-person ‘virtual encounters’ with specific experiences of Virtual Reality (VR). It provides a sense of the importance of space and place for VR, which may be less important in other media forms, as well as the specific aspects of these experiences that provide their power. The chapter highlights how each of the five areas of interest (access, awareness, engagement, creativity, action) directly impact on, and are impacted by, the lived experience of the experiencers of VR texts: their “being in VR”. It explores aspects of VR in order to more fully understand the different areas of VR that feed into the discussion of the necessary literacies needed to be a critically-engaged user. The ideas and analysis enable some conclusions to start to be drawn about what an 'immersive literacy’ might look like and how, as educators, creative producers or users of VR, one can engage meaningfully with immersive technologies.
Original languageEnglish
Title of host publicationUnderstanding Virtual Reality
Subtitle of host publicationChallenging Perspectives for Media Literacy and Education
EditorsSarah Jones, Steve Dawkins, Julian McDougall
PublisherTaylor and Francis - Balkema
Pages53-54
Number of pages2
Edition1
ISBN (Electronic)9780367337032
ISBN (Print)9781032061030, 9780367337025
DOIs
Publication statusPublished - 30 Dec 2022

ASJC Scopus subject areas

  • Social Sciences(all)

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