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TOGETHER: A DISCOVERY
After 50 years of development, virtual reality (VR) is now available to consumers. The event organization industry has
Start adopting this transformational technology by implementing it into live events or using it as one
alternative methods for delivering event experiences. However, very few studies have attempted to compare the experiences
real and virtual events to understand the benefits and limitations perceived by users. Using Uses and Gratifications Theory
(UG), this study aims to understand the possible user benefits brought about by virtual event experiences
again. A protocol was designed that incorporated viewing a VR experience similar to an event the respondent had attended
attended before. They were then interviewed and given a product reaction card exercise to compare their experiences
me.
Data analysis shows that current 360 VR technology can be used to expand escape experiences but
does not replace in-person events. Respondents indicated that VR provides possible emotional satisfaction
Build positive relationships with event organizations and brands. However, VR in its current form does not deliver
as socially and sensoryally satisfying as live events. Therefore, VR can be used to deepen relationships
relationship with current participants or encourage their participation at future events.
Introduce (VE) through interaction and engaging content (Marchiori, Niforatos, &
The past decade has seen the re-emergence of real commercial worlds, ranging from rehabilitation research (Howard, 2017)
virtual reality (VR) (Frew, 2016; Stein, 2016), often described as a method to evacuation design
of immersing users in a virtual environment due to fire (Kinateder et al., 2014). Events
cognitive side.
Address correspondence to Dr Nigel L. Williams, Reader, Project Manager, Faculty of Business and Law, Portsmouth Business School, University of Portsmouth, Richmond
Building, Portland Street, Portsmouth, PO1 3DE, UK. E-mail: nigel.williams@port.ac.uk or
mrnigelwilliams@gmail.com
721
IP: 146.185.205.153 Date: Sunday, October 6, 2019 15:49:03
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DOI, publisher references, volume number and page location.
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by Google
The industry has shown growing interest in VR, and Literary criticism
as the Consumer Electronics Show. use, Waze (http:// Attendees with planned activities have entries
by-bizbash) product launch; The National Basketball Association (NBA) It has been conceptualized as transformative because of experiences
broadcasts one game per week via VR (https:// This experience takes participants out of their daily routine
watch.nba.com/page/vr); and the Red-bull Air Race (Pine & Gilmore, 1998) using the spatial and temporal arrangement of event
(http://www.redbullairrace.com/en_ elements (Richards, Marques, & Mein, 2014). Others suggest that soy sauce
VR technology has evolved since the first Sensorama in 1993) is the meeting of participants or “plus
1962 to current head-mounted displays (HMDs). contract” of an event (Morgan, 2008). These interactions can lead to unplanned
(Stein, 2016), such as Oculus Rift (https:// outcomes (Lee, Brown, King, &
www.oculus.com/) or HTC Vive (https://www.vive.com/uk/), headsets that block Shipway, 2016.), brings sudden benefits (sensory or
the user's peripheral vision to provide a wide field of view (FOV). HMDs are behavioral) or emotional outcomes for participants (Geus,
lightweight, comfortable, and fully immersive (Pope, Dawes, Scheweiger, & Richards, & Toepoel, 2016). In previous areas of research have identified the
Sheikh, 2017) and can provide two types of content, rendering (computer- sensory and physical aspects of
created) and recorded (footage with 360° FOV), usually Second, research has identified emotional outcomes (Chen
called three sixty-degree (360°) videos et al., 2014) and cognition (Ayob, Wahid, & Omar, 2013).
(Meinel, Heß, Findeisen, & Hirtz, 2017). While event attendance can stimulate social identity development (Schmitt,
HMDs have been used to display computer-generated imagery (CGI) 2003), the presence of
as part of research on mental health issues (Dibbets & Schulte-Ostermann, others are not only positive. Social interaction
2015), architectural planning (Maffei, Masullo , Pascale, Ruggiero, & Romero, at events can also stimulate negative reactions, and the company of others can
2016) and physics. -cal rehabilitation (Carlozzi, Gade, Rizzo, & Tulsky, contribute to feelings of insecurity and fear (Nordvall, Pettersson, Svensson,
2013). HMDs have advanced further and can now deliver 360° recorded
from real environments, which are considered more realistic than CGI that provides the framework or event context within which activities and
VR (Pope et al., 2017). In the field of tourism, students interactions take place (Ferdinand & Williams, 2018). However, recent
Authors used the Technology Acceptance Model perspective to determine the developments in technology have offered an alternative
destination (Huang, Backman, Backman, & Moore, 2013) and a heritage site simulation. VR, as described by Bates-Brkljac (2012), is too
(Chung, Han, & Joun, 2015). More recently, receive process that replaces “real images, sounds, and touches with computer-
awareness of presence and its impact on experience generated illusions” (p. 52) to create a virtual environment (VE) for users to
virtuality has been explored in tourism (Tussyadiah, Wang, Jung, navigate into and interact with.
& tom Dieck, 2018) and events (tom Dieck, Jung, & Research shows that, like events, VR can also stimulate physical and emotional
Rauschnabel, 2018). Getz (2016) asks “Will virtual reality replace live event responses (Meinel et al., 2017). Recent developments in technology
experiences?” (p. 172), implying that users can receive equal satisfaction
from virtual and in-person experiences. This study proposes to investigate this now allows users to experience real-life videos through
issue by determining people's satisfaction level through 360° filming and live streaming; 360° is the use of special camera
Use gained from a 360° VR event experience. through multiple VR devices (Meinel et al., 2017). Possible event locations
event experiences can be simulated (Marchiori et al., 2017). VR has been a certain group (Karapanos, Teixeira, & Gouveia, 2016).
difficult for customers to evaluate without interaction (Wan, Tsaur, Chiu & U&G's approach has been criticized because it does not consider
Chiou, 2007). VR is possible Institutional logics such as external, macro-level political, social or
performs the same role for events that have been restricted - shown in cultural factors can influence the perception of specific media sources and
360° format, from sporting events thus the benefits derived from them (Papacharissi, 2009 ). While public
(https:// platforms
www.youtube.com/watch?v=BPPhuPgIp6g), to functional departments Digital technologies such as social media can extend the gratifications
company's capabilities (https://www.youtube.com/ provided by mass media to include entertainment, affection, fashion, and
watch?v=1ji220_ULAU&t), to festivals (https:// sharing (Quan-Haase & Young, 2010). , virtual communities and mobility
www.youtube.com/watch?v=j81DDY4nvos).
(Sundar & Limperos, 2013), the costs of these benefits are not fully
understood. However, U&G's focus on individual user interactions allows
VR tension versus live events
for examining the benefits derived from both the media and format
The recent price reduction of VR headsets has allowed access characteristics of
a larger group of interested users are looking for a way technology such as VR (Haridakis, 2013).
suggests that although in theory, experiencing a mediated live event can cognitive satisfaction
provide sensory and social benefits, (Murray, Neumann, Moffit, & Thomas, 2016) with a tie
association (Mueser & Vlachos, 2018), but these benefits have not yet been achieved entry (being there) and presence (Sundar & Limperos, 2013). In
verified experimentally in VR content. In VR research, emotional satisfaction is a popular subject area and has
been studied across many other disciplines.
each other (Dibbets & Schulte-Ostermann, 2015; Kwon, Powell, &
citation is non-theoretical (Yung & Khoo-Lattimore, 2017). When theory was al., 2014).
used, it applied frameworks such as the Technology Acceptance Model
mentioned earlier and the Theory of Planned Behavior (Han, Yoon, &
Woods, 2016) to consider Immersion is described as the feeling of being inside a VE, allowing
The engine uses VR technology. By capturing a live experience, VR can users to escape the real world in a way different from viewing content in
be a type of recorded medium. other media (Rebelo,
Uses and Gratifications (U&G) theory was developed from Noriega, Duarte, & Soares, 2012). HMD has headphones to offer
observe users' interactions with mass media and seek to understand the Highest level of immersion in existing trading systems
benefits or satisfactions derived from these interactions yes (Pope et al., 2017).
(Lichtenstein & Rosenfeld, 1983). A related aspect is presence, in which the person
can satisfy relational needs such as enhancing the user's status with
Stimulates muscle growth (Kilteni, Grau-Sánchez, Veciana event organizers meet one of the specific criteria (Palinkas et al., 2015): 1)
De Las Heras, Rodríguez-For-nells, & Slater, 2016). These I have ever watched a live NFL game; 2) I have ever watched a semi-
This satisfaction is summarized in Figure 1. professional or professional basketball game live; 3) I went to a concert
perceptions of the real world and corresponding CGI virtual worlds (Maffei et Ten interviews were conducted over 2 days
al., 2016). Until now, the types of entertainment provided by VR festival (February 15–16, 2017), with the process described in Table 1. Each semi-
and event content were unknown. This study seeks to structured interview was 45–60 minutes long.
determine the level of satisfaction that viewers of VR content receive reaction card (PRC) activities, an approach designed to facilitate immediate
by comparing users' perceived experience of a real-world event with a comparisons of products (Benedek & Miner, 2002). This approach is used
360° VR simulation of the type of event they have previously attended. as an activity to compare the VR event experience with the recall of the event
experience
virtual and real user. The Benedek and Miner (2002) toolkit contained
Research Methods
an initial set of 118 words, which were reduced to 55 words to focus on words
A flexible qualitative approach was used related to real and/or virtual event experiences. This method was previously
data collection combined with viewing similar VR content intended for comparison
an event the respondent had previously attended with interviews and product User experience of a real building and virtual model
reaction card testing. This method is influenced by Kara's approach- respectively (Kuliga, Thrash, Dalton, & Hölscher, 2015). After
panos et al (2016), examined the memorable experience of five words from a modified but not limited list. Each word is then discussed,
users on social networks. allowing for a deeper understanding of the rationale behind each choice. This
This approach encourages participants to focus on a specific experience in an activity is repeated when the topic of conversation turns to recalling an
attempt to minimize recall bias by allowing users to compare perceptions of event experience. Afterward,
past and present activities (Sheldon, Elliot, Kim, & Kasser, 2001). the words were formatted into a diagram depicting all the words chosen to
Respondents were recruited using chain referral sampling to identify describe both event experiences.
Data analysis
stimulating” and “unique” are summarized using a diagram (Figure 3). Next,
Figure 1. User satisfaction with media types.
Table 1
Research Protocol
Minute Detail
35–45 Introduce a Product Reaction Card activity to recall the event experience
Product Reaction Card activity is complete
Participants describe why they chose each word
45–55 An additional five questions were asked regarding recall of an event experience
End the conversation about the event experience
Note. HTC Vive headset specifications: Model 0PJT100, includes SteamVR Tracking 1.0 technology. Computer components used for HTC Vive: (1)
Operating system: Windows 10 Home 64-Bit; (2) CPU: Intel Core i7-6950X; (3) Graphics card: EVGA GeForce GTX 970 x2 (SLI option).
The text of the interviews was transcribed and These codes are then tested iteratively
coding (Braun & Clarke, 2013). Using an iterative approach, and gather into related groups. These groups of codes were
the open coding method was first applied to text transcribing then classified by comparison with the user satisfaction
users' perceptions of VR (Silver & Lewins, 2014). literature into themes
(Table 2). These topics are categorized into
the satisfaction provided by the VR experience and the satisfaction the Having past experience is beneficial because you can draw
on those real-life experiences but you can also compare it.
customer desires that the VR experience does not provide.
(P10)
Liu, Sparks, and Coghlan (2016) posit a variety of positive and negative Automatic immersion
(engagement, fun, fun) in a similar way to an in-person event (Howard, each other (Peperkorn et al., 2015) and people
2017): provides information that the VR event experience has attracted users'
attention. Furthermore, users can automatically access the experience
without much concern.
board 2
Satisfaction is provided
Stimulating emotional memory: Feelings evoked by VR Stimulating, exciting, fun, busy
Automated inclusion: Accessibility and control Accessible, engaging, personal, easy to use,
immersive experience suitable and valuable
Novelty: A new experience for the first time New, unique, attractive
Desired satisfaction
Virtual community: The social feeling evoked by virtual Inclusive, inviting
experiences
Sensory realism: The multisensory experience of events Low quality, isolated, uncomfortable
Realistic perspective: The perspective of actual experience Rigid, predictable, delusional, disappointing
employee intervention. PRC task identifies words experience . it's . . you have no one to share it with. I think
hard to feel like you're connecting with anyone
like accessible, attractive, personal, easy to use, relevant, yes
other. (P2)
value. Users claim that 360° footage helps too
soaking process:
This shows that despite being immersed in water, VR did
Real footage is more stimulating than computer-generated footage, does not simulate a sense of belonging or community.
because it's actually like you're there so it makes it more realistic. (P1)
Physical
What is interesting is that the word “uncomfortable” was chosen for the whole thing
The crowd got busy and busy as we walked in, but the music wasn't
annoying, it was more the scene, there were mosh pits going on, so
The theme below is satisfaction desire to be confirmed we
from analysis that VR experiences do not provide. come out soon.
For VR:
Virtual community
because they were because I spent so much time spinning around because I wanted to
see everything, that was the only thing that bothered me.
Share and enjoy similar experiences with others
Headphones do not cause discomfort.
Like-minded (Getz & Robinson, 2014):
You feel like you have a feel for the department's behavior
lost. . . . You have your side, you have your group, because
so you feel that sense of community and that inclusive nature. (P8) In the first case, discomfort arises due to the possibility
possibility of collision with other attendees. In
opportunities to mingle and enjoy; However, the crowd is fine Sensory realism
50% of attending events is attending with the people you share a combination of these (Lelyveld, 2015):
I think it lacks the bass and resonance you associate with audio. Even experience that gives users little control as they engage in a storytelling
though they sound similar, they don't feel the same. Because you can hear journey (Lelyveld, 2015):
people stomping their feet, but you'll also feel them stomping their feet.
That's the only difference. They're actual sounds, but if I'm in the room, I'm
But I do feel limited because you're watching
playing
passively. (P4)
Experience them differently. (P8) Although VR can provide exclusive content that these
experience multi-sensory events. Not being able to change what you're looking at can be quite frustrating. I
wouldn't say it detracted from my experience because it was so
short, but if I was watching an entire match for example and it was stuck
on panoramic view, I think I might feel disappointed. (P2)
Realistic perspective
Apart from feeling, the perspectives given earlier are not considered
reality. Some people provide information
Other informants pointed out that the lack of narrative made it
news felt that the perspective was unnatural to the average consumer, difficult for them to connect with people
as the content was filmed in places that attendees could not access:
in content:
It's great to have a story. As a snapshot it works great, but if you want
What technology position are you in? . . you are not in a busy area any . A storyline would be better. (P3)
busiest. That's not where you'd choose to be. It cuts across the natural Which is deeper? .
. . host at a concert. .
(Berridge, 2015).
positive way:
The common area has free roaming service to help people have more
UG theory is a useful approach to understanding perception
experiences and freedom in shopping and . The restrictions are only there
enjoy. . for everyone's safety
users' perceptions of virtual event experiences.
People. (P5)
UG was used to test how users achieved
emotional satisfaction from media as well as an escape from real life. This
The PRC mandate identified words like “predictable” and “rigid,” research extends UG knowledge to new satisfactions experienced by users
suggesting that viewers felt they were not part of the process. A passivity
does not consider the social satisfaction of the community. Users in the it can build more positive associations and stronger feelings towards the
study found it difficult to build attachments in VR because social event and its activities.
interactions go beyond visual and This extended experience framework can also be used to provide access
hearing (Lee et al., 2016). This social feeling has to users who cannot be physically present at the time of operation.
both physical and mental components.
Informants mentioned that they could sense physical movements at real
events as well
Conclusion and recommendations
like feeling a social presence at live events
next, something that the VR experience does not offer. VR event The conventional view is that VR event experiences are
experiences can be considered content-based experiences currently unlikely to replace physical event experiences because
richness of the individual, requiring passive and non-passive participation the benefits do not exceed those of the actual event (Adema & Roehl, 2010).
has rich sensory stimulation, perceived as realistic Others suggest that individuals will attend virtual events when physical
more (Martins et al., 2017). events are not available (Getz, 2016). However,
Previous research on VR has established that a narrative can This study shows that both views are incomplete.
contribute to a realistic and lived nature Users can get sensory satisfaction from
dynamics of VR experiences (Aylett & Louchart, 2003). Although virtual events even after they have seen live action
However, a guided or directed approach to content delivery is used by VR followed as a way to privately relive the experience. In this way, positive
experience designers experiences can be revisited and reinforced, strengthening feelings or
received positive reviews from users. Compared to a live event emotions towards a particular brand, sports team or performer, increasing
continues, no moment of discovery or serendipity is possible loyalty. Since events take place in stages, this element can be valuable
Enhance event experience. Also, while researching for the whole family
While currently determining the impact of technology on the quality of
VR experiences, research has not yet considered the need for researchers and practitioners. Academic research in
perspective realism. The future may consider the role of VR in establishing and maintaining
event branding. VR can play a role in developing network identities that
VR has also been positioned as a medium that provides access to can link potential customers to destinations (Williams & Hristov,
perspectives not otherwise available to a typical attendee. However,
that potential advantage 2018).
to sue. Unlike simultaneous live streaming, VR offers the opportunity Encourage attendees to capture moments from perspective
to reflect on past events where possible fans and can share on social networks. For organizations with significant
Cannot be performed in the presence of others. amounts of resources, organizations can develop longer VR experiences
VR users in the study were able to recall past events and specific points using guided storytelling, which can increase engagement and
of interest.
VR has been used as a tool to aid recovery from trauma by allowing viewers interact.
to confront and overcome bad memories. This study shows that VR can
also be used to do the opposite: recreate and encourage the development An option can be given to allow viewers
of good memories. This provides the opportunity to use VR to expand Explore alternative, unscripted perspectives.
the experience space over time Point of view selection is a recommended method for introducing user
interactions, which can reinforce the feeling
and geography. By allowing viewers to recall moments presence (Carrillat, d'Astous, Bellavance, & Eid, 2015;
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