
Virtual reality (VR) can be defined as a technology that recreates fully immersive contexts and experiences (Bevan et al., 2019), giving the user the illusion of being transported into a completely different environment (Sora-Domenjó, 2022). The availability of relatively cheap VR devices on the market has popularised the consumption of 360° video and image content (Jones, 2017), allowing brand new genres – such as immersive journalism – to emerge. The rapid evolution of immersive media technologies, particularly Virtual Reality (VR), has reshaped numerous domains including education, healthcare, gaming, architecture, and digital commerce. These developments reveal that immersive technologies are not merely entertainment tools; they are powerful experiential interfaces capable of transforming how individuals engage with complex realities.
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Virtual reality (VR) can be defined as a technology that recreates fully immersive contexts and experiences (Bevan et al., 2019), giving the user the illusion of being transported into a completely different environment (Sora-Domenjó, 2022). The availability of relatively cheap VR devices on the market has popularised the consumption of 360° video and image content (Jones, 2017), allowing brand new genres – such as immersive journalism – to emerge. The rapid evolution of immersive media technologies, particularly Virtual Reality (VR), has reshaped numerous domains including education, healthcare, gaming, architecture, and digital commerce. These developments reveal that immersive technologies are not merely entertainment tools; they are powerful experiential interfaces capable of transforming how individuals engage with complex realities.
