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Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences
11 references·0 citing·42 second hop
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences (2026)Immersion as Convergence: How Storytellin…The museum of digital things: extended reality and museum practices (2024)The museum of digital things:…Storytelling in Museums (2022)Storytelling in MuseumsCritical Encounters with Immersive Storytelling (2019)Critical Encounters with Imme…Transmedia Storytelling and Its Natural Application in Museums. The Case of the Bosch Project at the Museo Nacional del Prado (2018)Transmedia Storytelling and I…The Re-Emergence of Virtual Reality (2018)The Re-Emergence of Virtual R…Complementing Artworks to Create Immersive VR Museum Experiences (2016)Complementing Artworks to Cre…Heritage and Social Media (2012)Heritage and Social MediaUsing thematic analysis in psychology (2006)Using thematic analysis in ps…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…Lessons from the lighthouse (2003)Lessons from the lighthouseChildren's Museum Experiences: Identifying Powerful Mediators of Learning (2002)Children's Museum Experiences…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Teaching science in museums: The pedagogy and goals of museum educators (2006)Understanding Teachers' Perspectives on Field Trips: Discovering Common Ground in Three Countries (2006)Free‐choice worksheets increase students' exposure to curriculum during museum visits (2007)Flow: the psychology of optimal experience (1990)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile Games: Analyzing the Needs and Values of the Consumers (2010)The Design Principles for Flow Experience in Educational Games (2012)Information and Communication Technologies in Tourism 2014 (2013)How We Understand Art: A Cognitive Development Account of Aesthetic Experience (1991)Digital Learning Experience in Museums: Cultural Readings in a Virtual Environment (2020)A Bodies‐On Museum: The Transformation of Museum Embodiment through Virtual Technology (2022)Multimodal Discourse: The Modes and Media of Contemporary Communication (2002)Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production (2009)Narrativas transmedia. Cuando todos los medios cuentan (2013)Transmedia Digital Storytelling for Cultural Heritage Visiting Enhanced Experience (2019)A Survey Analysis of Art Teachers’ Use of Transmedia Technology (2021)Social marketing for museums: an introduction to social marketing for the arts and culture sector (2021)A grounded investigation of game immersion (2004)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Beyond the screen: enhancing ethnic cultural representation and engagement through immersive 360° documentary experiences in museums (2025)Virtual Museums as Meaning-Modeling Systems in Digital Heritage (2025)Exploring the drivers of users' adoption of museum digital humans (2026)Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage (2016)The Historic Urban Landscape approach to urban management: a systematic review (2018)The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis (2024)Interior Design Teaching Methodology During the Global COVID-19 Pandemic (2020)Critical questions for Facebook’s virtual reality: data, power and the metaverse (2021)‘The metaverse and how we’ll build it’: The political economy of Meta’s Reality Labs (2022)Storytelling and Experience Design in Heritage Tourism (2022)Feeling the News? The Differential Effects of Immersive Journalism on Emotional Response (2023)The Worthwhileness of Immersive Journalism—Taking on an Audience Perspective (2023)MyRun (2015)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 2012Heritage and Social Media314 cited
  • 2002Children's Museum Experiences: Identifying Powerful Mediators of Learning195 cited
  • 2018The Re-Emergence of Virtual Reality89 cited
  • 2019Critical Encounters with Immersive Storytelling29 cited
  • 2024The museum of digital things: extended reality and museum practices22 cited
  • 2016Complementing Artworks to Create Immersive VR Museum Experiences20 cited
  • 2018Transmedia Storytelling and Its Natural Application in Museums. The Case of the Bosch Project at the Museo Nacional del Prado16 cited
  • 2003Lessons from the lighthouse15 cited
  • 2022Storytelling in Museums7 cited

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