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            Immersive Journalism as Storytelling

            Ethics, Production, and Design

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            Contributor(s)
            Uskali, Turo (editor)
            Gynnild, Astrid (editor)
            Jones, Sarah (editor)
            Sirkkunen, Esa (editor)
            Language
            English
            Show full item record
            Abstract
            This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ VR application NYTVR. This book is written for journalism teachers, educators, and students as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.
            URI
            https://doab-dev.siscern.org/handle/20.500.12854/182485
            Keywords
            Augmented Reality; Cardboard compatible VR sets; Euronews; ethics; Immersive journalism; immersive technologies; innovation pedagogy; Mixed Reality; Mixed reality; Oculus Rift; Video storytelling; Virtual Reality; 360 degree videos; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
            DOI
            10.4324/9780429437748
            Publisher
            Taylor & Francis
            Publisher website
            http://www.taylorandfrancis.com/
            Publication date and place
            2021
            Imprint
            Routledge
            Pages
            212
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            Credits


            • logo Investir l'avenirInvestir l'avenir
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            • logo EUEuropean Union
              This project received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 871069.

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