Digital Experiences in Physical Spaces: Virtual Reality and Public Libraries in Aotearoa New Zealand

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Abstract

Presents selected results from research exploring the use and role of virtual reality (VR) in public libraries in Aotearoa New Zealand. Interviews with public library staff responsible for VR services in 9 public libraries found that digital inclusion and supporting communities’ digital literacy skills and experiences were the key motivations behind the introduction of VR. The aim of attracting a more diverse user base was also presented as an important reason for adopting the technology. VR can be used for education or entertainment purposes and the libraries recognised the validity of programming covering both, although the earlier adopters were moving towards more educative and creative activities incorporating VR. Discussion of the role of the public library space for VR services highlighted its importance as a safe space for experimentation for groups with less access to technology, reinforcing its positioning as a site for digital equity within communities. It is concluded that VR can contribute to the continuing development of the public library as a participatory physical space, with co-creation and dialogic activities supported by digital technologies.

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APA

Grodecki, K., & Goulding, A. (2023). Digital Experiences in Physical Spaces: Virtual Reality and Public Libraries in Aotearoa New Zealand. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13972 LNCS, pp. 157–170). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-28032-0_13

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