Who Am I that Acts? The Use of Voice in Virtual Reality Interactive Narratives

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Abstract

Self-identification is a key factor for the immersion of the VR interactive narrative player. Diegetic non-protagonist narrators, touched-up heterodiegetic narrations with internal focalization, and casting the player in a ‘virtual sidekick’ role are suggested by the literature to support self-identification. This paper analyses the use of second-person voice and level of interactivity in two VR productions. In one, minimal use of the second person to address the player and negligible agency results in limited telepresence in a 360-video VR tour of a concentration camp accompanying a Holocaust survivor. In the second, use of a touched-up heterodiegetic narration with internal focalization heightens immersion levels but self-identification of the player as sidekick suffers as the narrative’s forward drive shifts between narrator, protagonist and antagonist. Future empirical work should explore the impact of second-person voice and interaction on the resultant self-identification and immersion.

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APA

Barbara, J., & Haahr, M. (2021). Who Am I that Acts? The Use of Voice in Virtual Reality Interactive Narratives. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13138 LNCS, pp. 3–12). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-92300-6_1

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