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FROM THE 360º PHOTO TO THE METAVERSE: conceptual and technical evolution of virtual and immersive journalism from Spain

DA FOTO 360º AO METAVERSO: evolução conceptual e técnica do jornalismo virtual e imersivo da Espanha

DE LA FOTO 360º AL METAVERSO: evolución conceptual y técnica del periodismo virtual e inmersivo desde España

ABSTRACT

Immersive journalism has evolved as technological resources have evolved. The same has happened with the media, journalists, and audiences and their interest in the format. This research focuses on a review of the literature, terminology, and state-of-the-art of immersive journalism between 2015 and 2022 in Spain, which has made it clear that there is robust academic research by Spanish research groups that contrasts with the reduced journalistic production, i.e., there is an asynchrony between technological innovation, professional practice, and academic research. It is noticeable the abandonment of the format as soon as the first moments of innovation passed, without leaving time for the digital literacy of audiences, and meanwhile, researchers in this field in Spain quantified and experimented with the phenomenon, without achieving feedback from the professional field, and therefore, without real impact on the development of the format for the sake of new virtual experiences now increasingly directed towards the metaverse.

Key words
Immersive journalism; Virtual reality; Metaverse; Digital communication; Emerging narratives

RESUMO

O jornalismo imersivo evoluiu à medida que os recursos tecnológicos evoluíram. O mesmo aconteceu com os media, os jornalistas e as audiências e o seu interesse por este formato. Esta investigação centra-se em uma revisão da literatura, terminologia e estado da arte do jornalismo imersivo entre 2015 e 2022 na Espanha, que demonstrou que existe uma investigação acadêmica robusta por parte dos grupos de investigação espanhóis que contrasta com a reduzida produção jornalística, ou seja, existe uma assincronia entre a inovação tecnológica, a prática profissional e a investigação acadêmica. É notório que o formato foi abandonado assim que passaram os primeiros momentos de inovação, não deixando tempo para a literacia digital das audiências, e, entretanto, os investigadores deste campo na Espanha quantificaram e experimentaram o fenômeno, sem obter feedback da esfera profissional e, portanto, sem impacto real no desenvolvimento do formato em prol de novas experiências virtuais que agora se aproximam cada vez mais do metaverso.

Palavras-chave
Jornalismo imersivo; Realidade virtual; Metaverso; Comunicação digital; Narrações emergentes

RESUMEN

El periodismo inmersivo ha evolucionado conforme lo han hecho los recursos tecnológicos. Lo mismo ha ocurrido con los medios, periodistas y audiencias y su interés por el formato. Esta investigación se centra en una revisión de la literatura, terminología y estado de la cuestión del periodismo inmersivo entre 2015 y 2022 en España, lo que ha dejado en evidencia que existe una robusta investigación académica de los grupos de investigación españoles que contrasta con la reducida producción periodística, es decir, hay una asincronía entre innovación tecnológica, la práctica profesional y la investigación académica. Es apreciable el abandono del formato tan pronto como pasaron los primeros momentos de innovación, sin dejar tiempo para la alfabetización digital de las audiencias, y mientras, los investigadores de este campo en España cuantificaron y experimentaron el fenómeno, sin lograr una retroalimentación desde el ámbito profesional, y por tanto, sin impacto real en el desarrollo del formato en aras de nuevas experiencias virtuales ahora cada vez más encaminadas hacia el metaverso.

Palabras clave
Periodismo inmersivo; Realidad virtual; Metaverso; Comunicación digital; Narrativas emergentes

1 Introduction

The impact of the internet and digital tools has been so profound that it has brought about important changes in the way messages are produced and distributed. As Casero (2010)Casero R. A. (2010). Prensa en Internet: nuevos modelos de negocio en el escenario de la convergencia. El profesional de la información, 19(6), 595-601. DOI: 10.3145/epi.2010.nov05
https://doi.org/10.3145/epi.2010.nov05...
points out, this has allowed new communication models, narratives, and audiences to continuously appear consequently.

The digital sphere has fostered a closer and more interactive relationship between the sender, the message, and the public. This has allowed the public to acquire the category of “user” (Murray, 1999Murray, J. H. (1999). Hamlet en la holocubierta. El futuro de la narrativa en el ciberespacio. Paidós Multimedia). Users today are active about messages through multi-screen and multi-device consumption habits (Scolari, 2013), which represents a transcendental revolution in all phases of story construction, redefining these categories of sender, message, and receiver (Fernandez, 2011Fernández, C. (2011). Narrativa audiovisual. Centro de Estudios Financieros).

This audience, far from being passive, assumes an interactive role with the message, appropriating it and replicating it. If the focus is on journalism, the success of a publication on digital platforms is expressed through the commitment that the user community makes manifest with the media/journalist’s publications. This has imposed a “logic of likes”. Therefore, to a certain extent, the media has lost control, monopoly, and vertical hierarchy of information, which has led to a process of mutual adaptation between journalism and audiences (Gómez, 2019Gómez Q., A. (2019). Manual urgente de periodismo en tiempos de redes sociales (en 333 tuits). Amazon Fulfillment.; Manfredi et al., 2019Manfredi S., J. L., Ufarte R., M. J., & Herranz, J. M. (2019). Innovación periodística y sociedad digital: una adaptación de los estudios de periodismo. Revista Latina de Comunicación Social, (74), 1633-1654. DOI: 10.4185/RLCS-2019-1402
https://doi.org/10.4185/RLCS-2019-1402 ...
).

Faced with this ongoing digitization of all areas, the content is achieving greater projection and success in the vast scenario of “infoxication”, provided that the values and professional practices of communication are maintained and applied by the message creators (Alexander et al., 2016Alexander, J., Breese, E., & Luengo, M. (2016). The crisis of journalism reconsidered: democratic culture, professional codes, digital future. Cambridge University Press.). One of the main consequences of this process is that we are witnessing the increasing segmentation of audiences and the development of narrative options. This situation has favored the appearance and development of virtual reality and multimedia content in 360º and 180º, as well as other formats and multimedia products. The present research attempts to visualize, after a bibliographic and documentary review, the conceptual and technical evolution of immersive journalism in Spain under the current technological transition toward the so-called metaverse.

1.1 360º multimedia content with immersive capacity and virtual reality

Since 2015, big technology companies have experienced not only a resurgence but also a new evolution of virtual reality and multimedia content with 360º and 180º immersive capacities. And although these may become confusing, they are different concepts, even though they can be run and enjoyed on the same devices.

Virtual reality involves an interactive and immersive viewing experience where the audience can achieve the sensation of being transferred to another stage or “dimension” (Mütterlein, 2018Mütterlein, J. (2018). The three pillars of virtual reality? Investigating the roles of immersion, presence and interactivity. 51st Hawaii International Conference of System Sciences 2018. University of Hawaiʻi at Mānoa) through a device with a screen placed on the user’s head (Vásquez & López, 2017Vásquez, J., & López, X. (2017). Immersive journalism through mobile devices: how virtual reality apps are changing news consumption. In Á. Rocha, A. M. Correia, H. Adeli, L. P. Reis & S. Costanzo (Eds.), Recent advances in information system and technologies (pp. 3-12). Springer.). Some claim that this experience should be consumed and enjoyed through devices that ensure an experience with six degrees of freedom (6DoF) (De la Peña, 2010; Pavlik, 2019Pavlik, J. (2019). Journalism in the age of virtual reality. Columbia University Press.; Pryor, 2000Pryor, L. (2000). Immersive News Technology: Beyond Convergence. USC Annenberg Online Journalism Review.); that is, where users interact with the content not only through sight – as occurs with 360º content – but also by involving their limbs. Another notable difference is that while virtual reality refers to content designed with 3D design programs (artificial or synthetic content, with only three degrees of freedom – 3DoF), in many cases it can be created from captures and recordings made by specific photographic equipment and therefore, from real experiences.

Virtual reality implies immersion and therefore requires a device that, through the user’s vision, seeks the said experience by abstracting from its real environment. In the case of 360º content, this is not decisive, since it can be consumed semi-immersively through devices such as mobile phones, tablets, or computers. The development and evolution of specific headsets to enjoy these experiences allowed the concept of virtual reality to move towards the above considerations. At the beginning of the 21st century, there were referents of this type of technology and content, such as the social platform Second Life, to reference one. This platform was a 3D environment where the user was digitally represented in the form of an avatar and established a dialogue with other users in real-time while being able to buy real or virtual products and enjoy recreational activities.

Given the evolution of the concept of virtuality, we should reference Barroso (2019)Barroso, P. (2019). Hyperreality and virtual worlds: when the virtual is real. Sphera Publica – Revista de Ciencias Sociales y de la Comunicación, 19(2), 36-58. Retrieved from https://sphera.ucam.edu/index.php/sphera-01/article/view/374
https://sphera.ucam.edu/index.php/sphera...
who specifies that virtual reality and truth are two closely linked concepts. As this author points out, although the virtual sphere involves an illusion (because of the artificial nature of its design), it is produced by a medium and its interpretation depends on the level of the individual’s involvement, a factor that Debord (1995)Debord, G. (1995). The Society of the Spectacle. Zone Books describes as the “accumulation of spectacles” of modern societies. In other words, the experience involves a stimulating spectacle that can be interpreted as true (if it is not) depending on the degree of user involvement.

In short, it entails the intermediation or representation of life through images, beyond the authentic experience, although it is a vision that attempts to approach it. In general, it can be a way of reinterpreting reality. It is the illusion that something is happening (Slater, 2009Slater, M. (2009). Place illusion and plausibility can lead to realistic behavior in immersive virtual environments. Philosophical transactions of the Royal Society of London, 364(1535), 3549-3557. DOI: 10.1098/rstb.2009.0138
https://doi.org/10.1098/rstb.2009.0138...
), implying a change in spatial presence, and modifying the sense of being in a certain place (Kober et al., 2012Kober, S., Kurzmann, J., & Neuper, C. (2012). Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: an EEG study. International Journal of Psychophysiology, 83(3), 365-374. DOI: 10.1016/j.ijpsycho.2011.12.003
https://doi.org/10.1016/j.ijpsycho.2011....
); in addition to allowing greater user involvement concerning the content consumed (Serino & Repetto, 2018Serino, S., & Repetto, C. (2018). New trends in episodic memory assessment: immersive 360º ecological videos. Frontiers in psychology, 9, 1 – 6. DOI: 10.3389/fpsyg.2018.01878
https://doi.org/10.3389/fpsyg.2018.01878...
; Ventura et al., 2019Ventura, S., Brivio, E., Riva, G., & Baños, R. (2019). Immersive versus non-immersive experience: exploring the feasibility of memory assessment through 360º technology. Frontiers in psychology, 10(2509), 1-7. DOI: 10.3389/fpsyg.2019.02509
https://doi.org/10.3389/fpsyg.2019.02509...
).

Today, many professional fields use virtual reality and multimedia content with the immersive capacity to generate greater proximity between the user and the content, and higher levels of empathy and involvement on the part of the audience with what they are seeing (Shin & Biocca, 2018Shin, D., & Biocca, F. (2018). Exploring immersive experience in journalism. New media & Society, 20(8), 2800-2823. DOI: 10.1177/1461444817733133
https://doi.org/10.1177/1461444817733133...
; Hendriks et al., 2019Hendriks, V. P., Wiltink, D., Huiskamp, M., Schaap, G., & Katelaar, P. (2019). Taking the full view: how viewers respond to 360-degree video news. Computer in human behavior, 91, 24-32. DOI: 10.1016/j.chb.2018.09.018
https://doi.org/10.1016/j.chb.2018.09.01...
). Likewise, it is a technology that allows professional fields to develop controlled and interactive training and practice scenarios and try to provide relief to patients undergoing tortuous treatments and treat mental pathologies. Even in NGOs, studies such as Archer and Finger (2018)Archer, D., & Finger, K. (2018). Walking in another’s virtual shoes: do 360-degree video news stories generate empathy in viewers? Columbia Journalism School., Seinfeld et al. (2018)Seinfeld, S., Arroyo-Palacios, J., Iruretagoyena, G., Hortensius, R., Zapata, L. E., Borland, D., De Gelder, D., Slater, M., & Sánchez-Vives, M. V. (2018). Offenders become the victim in virtual reality: impact of changing perspective in domestic violence. Scientific Reports, 8(1), 2800-2823. DOI:10.1038/s41598-018-19987-7
https://doi.org/10.1038/s41598-018-19987...
, and Kandaurova and Lee (2019)Kandourova, M., & Lee, S. H. M. (2019). The effects of virtual reality (VR) on charitable giving: The role of empathy, guilt, responsibility and social exclusion. Journal of Business Research, 100, 571-580. DOI: 10.1016/j.jbusres.2018.10.027
https://doi.org/10.1016/j.jbusres.2018.1...
show that this type of content, and narratives seek higher levels of empathy on the part of users concerning the content to which they are exposed, thereby increasing the chance that members of the public will involve themselves, donate and volunteer.

1.2 Virtuality and metaverse

The term “metaverse” is a compound word: “meta” means transcendence while “universe” refers to a three-dimensional virtual world where individuals can interact or develop various recreational, productive, and commercial activities (Changhee, 2021Changhee, K. (2021). Smart city-based metaverse study on the solution of urban problems. Journal Chosun Natural Science, 14(1), 21-26. DOI: 10.13160/ricns.2021.14.1.21
https://doi.org/10.13160/ricns.2021.14.1...
). However, Abbott (2007, p. 126)Abbott, C. (2007). Cyberpunk cities: science fiction meets urban theory. Journal of planning education and research, 27(2), 122-131. DOI: 10.1177/0739456X07305795
https://doi.org/10.1177/0739456X07305795...
specifies that in the virtual world, “the characters adopt cybernetic identities” to chat, conspire, have fun, etc.

However, as with 360º content, the metaverse may or may not be immersive. It is not homogeneous and is comprised of various platforms and spaces that are not yet interconnected, allowing different levels of immersion (according to desire or strategy) while it can be consumed through a range of screens and devices that give it a multiscreen character (Sidorenko, 2022Sidorenko B., P. (2022). Marketing y publicidad en el Metaverso: actores, canales y formatos. In R. Pérez (Ed.), Empresa, Economía y Derecho. Oportunidades ante un entorno global y disruptivo (pp. 203-223). Dykinson S. L.).

Castronova (2001)Castronova, E. (2001). Virtual Worlds: a first-hand account of market and society of the cyberian frontier. CESinfo Working Papers, 618, 1-40. DOI: 10.2139/ssrn.294828
https://doi.org/10.2139/ssrn.294828...
indicates that not every virtual reality experience or platform meets the conditions necessary to be considered part of the metaverse. These are (1) interactivity, that is, the possibility that individuals can maintain communication/interaction in real-time between themselves and the elements of the environment; (2) corporeity, since individuals assume three-dimensional representations (avatars) beyond a simple username or an identifying photograph, as occurs on many digital platforms; and (3) persistence, since the virtual scenario maintains an evolution and development regardless of the users that are connected at a given moment.

According to Barnes and Mattson (2011)Barnes, S. J., & Mattson, J. (2011). Exploring the fit of real brands in Second Life virtual world. Journal of marketing management, 27(9-10), 934-958. DOI: 10.1080/0267257X.2011.565686
https://doi.org/10.1080/0267257X.2011.56...
, the metaverse materializes in interactions and experiences that digital platforms seek in a 3D open-world mode, allowing users to use tools and resources and act freely. In other words, it is about individuals being able to determine in a virtual environment (as they do in real life) the conditions and times for their progress.

Its recent consideration followed two announcements between 2021 and 2022 by different technological players: the change of Facebook Corporation’s corporate name to Meta to accelerate the design and development of virtual worlds (Rodriguez, 2021Rodríguez, S. (2021, October 28). Facebook changes company name to Meta. CNBC. Retrieved from www.cnbc.com/2021/10/28/facebook-changes-company-name-to-meta.html#:~:text=The%20new%20name%20reflects%20the,playing%20in%20a%20virtual%20world
www.cnbc.com/2021/10/28/facebook-changes...
) and the investment of 2 billion dollars by major world companies for the construction of a metaverse the responsibility of Fortnite developers Epic Games (Webster, 2022Webster, A. (2022, April 11). Epic announces $2 billion in funding for its metaverse efforts. The Verge. Retrieved from www.theverge.com/2022/4/11/23020134/epic-2-billion-funding-metaverse-sony-lego
www.theverge.com/2022/4/11/23020134/epic...
).

However, the main benchmarks for these types of virtual environments are, firstly, Second Life, The Sims, or more recently Animal Crossing New Horizon, Fortnite, or Minecraft. In all cases, these are semi-immersive and multi-screen experiences – except in the last one –, where users, based on an a priori gamified aesthetic or logic, establish various types of dialogues and encounters through avatars.

Nevertheless, technological progress, and therefore virtual reality, has allowed platforms such as Spatial, AltSpace VR, VR Chat, Population One, or Horizon World, among others, to provide similar experiences but immersively through specific headsets. All this is nothing more than a paradigm shift in the digital society and the media because of the constant technological revolution that the world is undergoing (Anguí et al., 2019Anguí S., D., Cabezuelo L., F., & Sotelo G., J. (2019). Innovación tecnológica y social en medios digitales: análisis del caso de Quartz News. Revista Latina de Comunicación Social, (74), 1697-1713. DOI: 10.4185/RLCS-2019-1405
https://doi.org/10.4185/RLCS-2019-1405...
).

Users and creators of a very diverse content flock to these platforms to explore a new dimension of communication, establish new relationships, adapt to new segments of the public, and develop emerging narratives in this technologically changing environment.

In short, the metaverse is apparently presented as the natural evolution of virtual reality, although this is not completely accurate. As already explained, the metaverse is composed of immersive or non-immersive virtual experiences, but the main variable that defines it is the participation of users in real-time through artificial and “representative corporealities”. In other words, everything that is metaverse is virtual, but not everything virtual is susceptible to be cataloged as the metaverse.

2 Methodology

The concept and practice of immersive journalism have evolved, as have the technology and the level of involvement and interest of the media, journalists, and audiences. The main goal of this paper is to review the literature, terminology, and state-of-the-art of immersive journalism and technologies. On the one hand, there has been profuse academic research in this area by Spanish research groups – despite the meager attention given thereto by the press – but, in contrast, technology, media practice, and academic research have evolved asynchronously. This contribution will not only highlight the transformation of immersive journalism from a conceptual and technical point of view but will also provide keys to a better understanding of how to improve the format and have elements of a prospective nature.

In line with Rubio’s (2019)Rubio., J. L. (2019). Realidad extendida, interactividad y entornos inmersivos 3D: revisión de la literatura y proyecciones. Proceedings of the ICONO14 - VII Congreso Internacional Ciudades Creativas 2019. ICONO14 proposal, this study aims to show how this transformation process has been developed from conceptual and technical perspectives, determining the state of this manner of articulating journalism and providing elements that might allow these aspects to be explored. Authors like López et al. (2022)López H., A., Méndez M., I., & Olivares-García, F. J. (2022). El declive del periodismo inmersivo en España a partir de 2018. Revista Latina de Comunicación Social, 80, 15-27. DOI: 10.4185/RLCS-2022-1536
https://doi.org/10.4185/RLCS-2022-1536...
or Sidorenko et al. (2020)Sidorenko B., P., Herranz, J. M., & Cantero, J. I. (2020). Use of new narratives for COVID-19 reporting: from 360º videos to ephemeral TikTok videos in online media. Tripodos, 47(1), 105-122. DOI:10.51698/tripodos.2020.47p105-122
https://doi.org/10.51698/tripodos.2020.4...
have specifically noted a decline in this narrative form in recent years, while Rodríguez and Paíno (2022)Rodríguez F., M. I., & Paíno A., A. (2022). Progress or regression in the practice of immersive journalism? Immersive storytelling in the productions of the Samsung VR platform between 2015 and 2020. Journal of Print and Media Technology Research, 11(1), 47-63. Retrieved from http://jpmtr.net/index.php/journal/article/view/40
http://jpmtr.net/index.php/journal/artic...
point to it as a specific evolution in storytelling. For this reason, a bibliographic review (Codina, 2020Codina, L. (2020). Cómo llevar a cabo revisiones bibliográficas tradicionales o sistematizadas en trabajos de final de máster y tesis doctorales. Universitat Pompeu Fabra) has been carried out on the approach to the subject in Spain, given that according to the Ipsos report (2022)Ipsos (2022, June 15). España es el país europeo más familiarizado con el Metaverso. Retrieved from www.ipsos.com/es-es/metaverso-realidad-extendida-junio-2022
www.ipsos.com/es-es/metaverso-realidad-e...
for the World Economic Forum, this is the European country most familiar with Extended Reality (XR) and the metaverse. The 21st century is taken as the point at which virtual reality first acquired the technological and market conditions to become widespread.

The documentary sample includes those Spanish authors with a scientific production of more than five works, published on the subject between 2015 and 2022. The specificity of research is nothing more than a record indicating a constancy and commitment to developing a line of research on the subject. The works of the research groups of the universities of Santiago de Compostela, Salamanca, Carlos III of Madrid, and Castilla-La Mancha have been taken into consideration. Additionally, the original studies of De La Peña et al. (2010)De la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., & Slater, M. (2010). Immersive journalism: immersive virtual reality for the first-person experience of news. Presence, 19(4), 291-301. DOI: 10.1162/PRES_a_00005
https://doi.org/10.1162/PRES_a_00005...
and Domínguez (2010)Domínguez, E. (2010). Los nuevos formatos inmersivos y su aplicación en el periodismo. In A. L. Ureta & K. M. Ayerdi (Eds.), II Congreso Internacional de Ciberperiodismo y Web 2.0 (pp. 37 – 49). Universidad del País Vasco. have been taken as starting points, as they were the first authors to rethink the concept of immersive journalism at an international level, as well as research it in Spain.

A review has also been conducted of the main milestones of the global technology industry around this process of the development of specific hardware and software, including social networks, important catalysts of digital journalism and therefore, of immersive journalism (García-Avilés et al., 2018García-Avilés, J. A., Carvajal P., M., & Arias R., F. (2018). Implantación de la innovación en los cibermedios españoles: análisis de las percepciones de los periodistas. Revista Latina de Comunicación Social, 73, 369-384. DOI: 10.4185/RLCS-2018-1260
https://doi.org/10.4185/RLCS-2018-1260...
; Rodríguez et al., 2020Rodríguez F., M. I., Paíno A., A., & Ruiz P., Y. (2020). El papel de las redes sociales dentro del periodismo inmersivo. In A. M. de Vicente D. & J. Sierra S. (Eds.), Aproximación periodística y educomunicativa al fenómeno de las redes sociales (67-90). McGraw-Hill.). This review has been carried out through internet searches, with special attention to the media coverage and advertisements of the technology companies themselves until the first quarter of 2022.

For its part, the document verification process has been carried out through the Google Scholar search engine and the online scientific network ResearchGate. In total, 66 documents have been obtained from the selected authors that make up the works on the subject from 2010 to the first quarter of 2022, that is an enormous amount of evidence of scientific work on this subject in a relatively short period. From this sample, the first works to address each concept or milestone have been taken into consideration for the construction of the analysis tables. It is not the intention of this paper to show an exhaustive or systematic bibliographic review but to show how immersive journalism has evolved in conceptual, technical, and professional terms, with emphasis on the Spanish scientific work, which has made a great contribution to the subject in Spanish.

3 Results

3.1 The concept of virtuality without devices 2003-2011

At the beginning of the 20th century, the concept of virtuality seemed to be more associated with 3D representations derived from computer design programs without any pretense of immersion through specific equipment. However, cases such as Morton Heilig’s ‘Sensorama’ prototype sought to interweave these images with other sensory elements such as scent, vibrations, and air effects, for example (Rheingold, 2002Rheingold, H. (2002). Realidad virtual. Gedisa). De la Peña et al. (2010)Alexander, J., Breese, E., & Luengo, M. (2016). The crisis of journalism reconsidered: democratic culture, professional codes, digital future. Cambridge University Press. or Domínguez (2010)Domínguez, E. (2010). Los nuevos formatos inmersivos y su aplicación en el periodismo. In A. L. Ureta & K. M. Ayerdi (Eds.), II Congreso Internacional de Ciberperiodismo y Web 2.0 (pp. 37 – 49). Universidad del País Vasco. began to relate the discipline of journalism with this type of format from the academic field, thus giving shape to a new concept of “Immersive Journalism”, although with few similarities between both approaches (see table 1). On the one hand, the thesis of the avatar interacting with a virtual environment that recreates the news is defended, while, on the other hand, it is specified that true immersion stems from the maximum visual detail achieved in a 360º image. In terms of format, this is a period characterized only by semi-immersive virtual experiences, and access to these is determined by computers.

Table 1
Literature, terminology, and state-of-the-art of immersive journalism and technologies in 2003-2011

3.2 The technological rise of virtual reality 2012-2014

In 2012, the technology industry began to innovate in this field, proposing not only viewing equipment but also tools able to capture real content to be experienced by internet users in first person, just as they would in real life. Domínguez (2013)Domínguez, E. (2013). Periodismo inmersivo. La influencia de la realidad virtual y del videojuego en los contenidos informativos. Editorial UOC. warns that the term immersion should not be used when the devices’ screen for the reproduction of the content does not allow users to interact beyond passive observation.

There is a greater expansion in the possibilities of consuming the content: viewers such as the Oculus Rift offer a sensation of immersion with six degrees of freedom (connected to a computer, visual immersion, and involvement of the hands), the semi-immersive 360º format has begun to be used for photos and videos, and smartphones allow immersive products to be played through the Google Cardboard viewer, with freedom of vision only.

Table 2
Literature, terminology, and state-of-the-art of immersive journalism and technologies in 2012-2014

3.3 The rise and development of immersive journalism: academia, media, and Journalists 2015-2016

Since 2015, there has been a greater development around virtuality, multimedia formats, and technologies that seek a sensation of immersion. There is an evident interest on the part of the media and journalists to explore these alternatives, as well as carry out projects in this regard. This has allowed the academy to obtain new analyses and studies, as well as the involvement of new researchers. Concerning the field of immersive journalism, Domínguez (2015)Domínguez, E. (2015). Periodismo inmersivo o cómo la realidad virtual y el videojuego influyen en la interfaz e interactividad del relato de actualidad. El profesional de la información, 24(4), 413-423. DOI: 10.3145/epi.2015.jul.08
https://doi.org/10.3145/epi.2015.jul.08...
highlights the importance of the audience’s free will when consuming content and exploiting the resource of ambient sound to enhance the experience. Jiménez et al. (2016)Jiménez I., L., Paíno A., A., Rodríguez F., M. I., & Amaral, I. (2016). Periodismo inmersivo en dispositivos móviles: primer acercamiento a los proyectos Fukushima, vidas contaminadas (El País) y The Displaced (The New York Times) desde la perspectiva de la usabilidad. In J. Canavilhas & C. Rodrigues (Eds.), Jornalismo móvel: linguagem, géneros e modelos de negócio (pp. 345-367). LabCom. and Pérez (2016)Pérez S., S. (2016). Origen y evolución del periodismo inmersivo en el panorama internacional. Proceedings of the II Simposio de la Red Internacional de Investigación de Gestión de la Comunicación. Universidad Técnica Particular de Loja (UTPL). agree that the 360º format involves a passive viewing experience and that immersion is only achieved through content that allows the audience to become involved and interact to a greater extent.

This is a period in which technological activity contrasts with a proper understanding of formats and alternatives by the media and journalists, forcing the academy to establish concepts and ideas. However, in the United States, considerable progress can be seen where media such as The Wall Street Journal, The New York Times, and TIME magazine not only develop specific content but in the case of the latter, there is a specific mobile app and a website: The Daily 360.

In Europe, Euronews and The Huffington Post are the pioneers in engaging in this type of content. In the specific case of Spain, between 2015 and 2016, conventional and digital media such as El Español (generalist with national reach), El País (generalist with national reach), Antena 3 (conventional TV) and RTVE (public corporation) resort to this format to broadcast interviews, informative or documentary content. Even at the regional and local level, progress has taken place at La Vanguardia and El Faro de Vigo. Similarly, the format’s development has been encouraged through the 1st Immersive Journalism Workshop for media in Spain—The App Date (Madrid).

Table 3
Literature, terminology, and state-of-the-art of immersive journalism and technologies in 2015-2016

3.4 Global uneven development of immersive journalism 2017-2018

This is a period where once again the remarkable growth of the virtual and immersive format is associated more with the technology industry than with the academy or the media. In particular cases, there is beginning to be a sense of exhaustion in the production of multimedia content in this format and the differentiation of 360º initiatives with immersive capacity from those that are purely virtual seems to be becoming larger and more noticeable. Only 29.63% of European public media have a specific section to organize and promote immersive content, according to a study by Pérez et al. (2018)Pérez S., S., Melle, G. M., & Paniagua R., F. J. (2018). Innovación en radiotelevisiones públicas europeas: narrativas inmersivas y organización de los contenidos 360º en plataformas digitales. Revista Latina de Comunicación Social, (73), 1115-1173. DOI: 10.4185/RLCS-2018-1299
https://doi.org/10.4185/RLCS-2018-1299...
.

While local and regional Ibero-American media increase their 360º immersive production, the mainstream media distance themselves from the format (Cantero et al. 2018Cantero, J. I., Sidorenko B., P., & Herranz, J. M. (2018). Realidad virtual, contenidos 360º y periodismo inmersivo en los medios latinoamericanos. Una revisión de su situación actual. Contratexto, (29), 79-103. DOI: 10.26439/contratexto2018.n029.1816
https://doi.org/10.26439/contratexto2018...
). In contrast, in Spain, there is a notable growth in the production of this type of content (Benítez & Herrera, 2018Benítez, M. J., & Herrera D., S. (2018). El reportaje inmersivo en vídeo en 360º en los medios periodísticos españoles. Revista de Comunicación, 17(2), 66-100. DOI: 10.26441/RC17.2-2018-A3
https://doi.org/10.26441/RC17.2-2018-A3...
). Most proposals for recording and consuming content are oriented toward the 360º semi-immersive format. Only Facebook and HTC work on the idea of six degrees of freedom (6DoF). Likewise, Facebook announces its advances in what they now call the metaverse.

Table 4
Literature, terminology, and state-of-the-art of immersive journalism and technologies in 2017-2018

3.5 Decline of immersive journalism in the media in the face of the technological and investigative evolution of virtual reality 2019-2020

In this period, the remarkable advance of viewing gadgets for virtual reality is significant. Similarly, the strategies of the technology industry show a determination to prioritize virtual gamified and interactive experiences in contrast to the 360º multimedia format, which experiences a notable decrease in its interest on the part of audiences and production on the part of the media and journalists.

The first radical covid-19 lockdowns made it possible to think that this last format would have a greater role to broadcast certain news. However, the media prioritized other digital alternatives more associated with the consumption habits of younger audiences. Sidorenko et al. (2020)Sidorenko B., P., Cantero, J. I., & Herranz, J. M. (2017). La realidad virtual y el formato multimedia en 360º como mecanismo de enriquecimiento de los contenidos periodísticos. In J. Sierra (Ed.), Nuevas tecnologías audiovisuales para nuevas narrativas interactivas digitales en la era multidispositivo (pp. 99-108). McGraw Hill Education. note a considerable abandonment of immersive journalism by Spanish media from 2018 to 2020. At the same time, Cantero et al. (2020)Cantero, J. I., Calvo R., L. M., & Benedicto S., M. A. (2020). La tenue apuesta por los vídeos en 360º en las estrategias transmedia de las televisiones autonómicas españolas. Revista Latina de Comunicación Social, (75), 415-433. DOI: 10.4185/RLCS-2020-1433
https://doi.org/10.4185/RLCS-2020-1433...
highlight that only 10% of the Spanish regional media offer careful and well-crafted immersive content.

Table 5
Literature, terminology, and state-of-the-art of immersive journalism and technologies in 2019-2020

3.6. Redefinition of virtual reality and birth of the metaverse 2021-2022

As of 2021, the technological field begins to point towards interactive virtuality, often gamified, where journalism seeks to redefine its role and actions. In the specific case of immersive journalism through 360º content, the format does not seem to be of much importance compared to a metaverse that is still in its infancy and concerning which there are still doubts, especially regarding the interoperability of the different platforms.

Experimentation becomes crucial in this regard, and we can highlight the reporting of El Economista in the virtual and interactive sphere (Lorenzo, 2021Lorenzo, A. (2021, December 14). El Economista abre la primera corresponsalía de un medio de comunicación en Metaverso. El Economista. Retrieved from www.eleconomista.es/empresas-finanzas/noticias/11521236/12/21/elEconomista-abre-la-primera-corresponsalia-de-un-medio-de-comunicacion-en-Metaverso.html
www.eleconomista.es/empresas-finanzas/no...
), a BBC undercover investigation into sexual harassment and abuse in the metaverse through the VRChat platform (Katwala & Williams, 2022Katwala, A., & Williams, C. (2022, October 27). Is there a dark side to VR and the metaverse?. BBC Radio 4. Retrieved from https://www.bbc.co.uk/programmes/articles/5Mt2SWlwNrXtqWtRQDTcTkv/is-there-a-dark-side-to-vr-and-the-metaverse
https://www.bbc.co.uk/programmes/article...
), an interview conducted by two journalists from China Daily in the metaverse with He Chao, Secretary General of the Industry Committee of the metaverse of the Mobile Communications Association of China (Cheng, 2022Cheng, Y. (2022, February 5). Inside the metaverse, two journalists experience future in real time. China Daily. Retrieved from http://epaper.chinadaily.com.cn/a/202202/05/WS61fdc15fa3109375516e98f9.html
http://epaper.chinadaily.com.cn/a/202202...
), and the fact that VICE media installed its virtual headquarters in the Decentraland metaverse (Kane, 2022Kane, I. (2022, February 24). Vice Media Group unveils HQ in Decentraland. DappRadar. Retrieved from https://dappradar.com/blog/vice-media-group-unveils-hq-in-decentraland
https://dappradar.com/blog/vice-media-gr...
).

However, the optimism of Rodríguez and Paíno (2022)Rodríguez F., M. I., & Paíno A., A. (2022). Progress or regression in the practice of immersive journalism? Immersive storytelling in the productions of the Samsung VR platform between 2015 and 2020. Journal of Print and Media Technology Research, 11(1), 47-63. Retrieved from http://jpmtr.net/index.php/journal/article/view/40
http://jpmtr.net/index.php/journal/artic...
points to the current relevance of the immersive journalism format for specific cases and events. In contrast, industry and the media focus their efforts on 3D virtual territories that seek greater socialization in real-time. Likewise, the reconfiguration of actors in this area is clear, but not the continuous development of gadgets, computer programs, and digital platforms for consumption.

Table 6
Literature, terminology, and state-of-the-art of immersive journalism and technologies in 2021-2022

4 Discussion

While De la Peña et al. (2010)De la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., & Slater, M. (2010). Immersive journalism: immersive virtual reality for the first-person experience of news. Presence, 19(4), 291-301. DOI: 10.1162/PRES_a_00005
https://doi.org/10.1162/PRES_a_00005...
suggest that immersive journalism consisted of the representation of the user through an avatar that “entered” the news (and that there could be a greater immersion through specific viewers), Domínguez (2010, p. 12)Domínguez, E. (2010). Los nuevos formatos inmersivos y su aplicación en el periodismo. In A. L. Ureta & K. M. Ayerdi (Eds.), II Congreso Internacional de Ciberperiodismo y Web 2.0 (pp. 37 – 49). Universidad del País Vasco. established the idea of a 360º image that will allow each detail to be enlarged to the maximum. In both cases, they value the emotions and feelings that this can elicit in audiences as compared to other conventional formats. The concept of virtual reality and even prior immersion (without viewers, more by the degree of implication) can be found in “Second Life” (2003) with its video game aesthetic.

Academic analysis laid the foundations for some narrative considerations that sought to modify the paradigm of digital journalism, while it focused on emerging social networks such as Facebook and Twitter. However, despite the lack of technical elements that accompany the development of concepts and ideas concerning this evolution of online journalism at that time, Domínguez (2013)Domínguez, E. (2013). Periodismo inmersivo. La influencia de la realidad virtual y del videojuego en los contenidos informativos. Editorial UOC. gave a first warning when considering that the intended immersion by the media, journalists, and users had as its main touchstone the headset device screen. But beyond some experiments with virtual reality and 360º multimedia content by privileged media with access to the beta version of Oculus devices (i.e., the beginning of the second decade of the 21st century), the true mainstream revolution came in 2015 with the popular “Google Cardboard”: a small box with two magnifying lenses that allowed the smartphone to be attached, this being the device that reproduced the content.

This was a revolution that did come from the social networks, in this case with YouTube as the flagship and a wide catalog of (mostly entertainment) videos that allowed users – by spending just five dollars (the cost of the headsets) – to understand the principles of immersion and the possibility of consuming digital content through a relative abstraction of reality and direct the 360º vision horizontally and vertically. This was the turning point, and the mainstream media and journalists soon committed themselves to a path of innovation related to this new format and narrative style. An intense phase of experimentation followed that led many to take the first steps, although this effort was not sustained, either due to lack of interest, ignorance, or financial reasons (Sidorenko et al., 2020Sidorenko B., P., Herranz, J. M., & Cantero, J. I. (2020). Use of new narratives for COVID-19 reporting: from 360º videos to ephemeral TikTok videos in online media. Tripodos, 47(1), 105-122. DOI:10.51698/tripodos.2020.47p105-122
https://doi.org/10.51698/tripodos.2020.4...
).

In the strictly conceptual plane, an evolution of immersion from the narrative to the technical sphere is evident. In other words, from a perspective that invited the audience to become more involved with the news, we began to speak strictly of immersion through the mediation of virtual reality headsets. Apart from the technical and communicational aspects, this period also encouraged the academic field not only to return to the conceptual foundations but also to propose new theoretical considerations. At this time, everything was determined by the speed and influence of technological development, which no longer only proposed headsets for mass consumption, but also began to flood the market with recording equipment to satisfy that incipient phenomenon of “content creators”. There were no longer any excuses because, with a little investment, anyone could be at the top of multimedia innovation at that time, provided they had the interest and perseverance to seek the content of better visual and sound quality.

However, notable technological progress seems to be constant in the face of the analytical backwardness of the Academy and the practical understanding of the media and journalists. Thus, with the scarce updated conceptual base, Sidorenko et al. (2017, p. 102)Sidorenko B., P., Herranz, J. M., & Molina D., M. (2020). Evolución del periodismo inmersivo en España, desde su inicio hasta la pandemia por COVID-19. Estudos em Comunicação, (31), 69-96. DOI: 10.25768/20.04.03.31.04
https://doi.org/10.25768/20.04.03.31.04...
propose two categories for immersive audiovisual content with a journalistic character: “Real Virtual Reality” (RVR) about the content obtained through recording equipment and real experiences, and “Virtual Reality” (RV2) referring to content and virtual experiences developed through 3D design software.

But the apparent innovative hubbub did not last long, since as of 2018, a decrease in the production of journalistic content based on virtual reality and 360º narratives with immersive capacity can be observed. And this differentiation is necessary because, despite initially being put in the same bag, the technological fundamentals forced the academy and the professional sphere to respect such a dichotomy. After all, the efforts, budget, and audiences also depended on it.

Pérez et al. (2018)Pérez S., S., & López G. X. (2018). Las dos caras del periodismo inmersivo: el desafío de la participación y los problemas éticos. In M. López P. (Ed.), Nuevos escenarios de la comunicación. Retos y convergencias (pp. 279-305). Centro de Publicaciones PUCE. warn of a necessary, but scant determination on the part of European public media to differentiate immersive content in their digital windows, in a context in which Cantero et al. (2018)Cantero, J. I., Sidorenko B., P., & Herranz, J. M. (2018). Realidad virtual, contenidos 360º y periodismo inmersivo en los medios latinoamericanos. Una revisión de su situación actual. Contratexto, (29), 79-103. DOI: 10.26439/contratexto2018.n029.1816
https://doi.org/10.26439/contratexto2018...
highlight the determination by local and regional media, especially in Central and South America, to incorporate immersive resources as innovative elements. For their part, Benítez and Herrera (2018) highlight that although in the case of Spain there is a notable increase in the production of immersive content (mostly concentrated on YouTube), the problem seems to arise in the way the media and journalists use recording crews, often with no apparent understanding of what they wish to convey.

The enormous amount of prior experimentation made it equally necessary to note the maintenance of journalistic rigor and attention to a specific ethic. Framing and imposed frameworks are dispensed with, which means that the media and journalists have the final power to decide what and what not to record and how to edit it in post-production. This has been a concern for researchers such as Pérez and López (2018)Pérez S., S., & López G. X. (2018). Las dos caras del periodismo inmersivo: el desafío de la participación y los problemas éticos. In M. López P. (Ed.), Nuevos escenarios de la comunicación. Retos y convergencias (pp. 279-305). Centro de Publicaciones PUCE. and Benítez and Herrera (2021)Benítez, M. J., & Herrera D., S. (2021). Buenas prácticas para guiar la atención del espectador en el reportaje inmersivo con vídeo en 360º. Doxa Comunicación, (32), 263-287. DOI: 10.31921/doxacom.n32a13
https://doi.org/10.31921/doxacom.n32a13...
. Likewise, Paíno and Rodríguez (2019)Paíno A., A., & Rodríguez F., M. I. (2019). Propuesta de “géneros periodísticos inmersivos” basados en la realidad virtual y el vídeo en 360º. Revista Latina de Comunicación Social, 74, 1132-1153. DOI:10.4185/RLCS-2019-1375
https://doi.org/10.4185/RLCS-2019-1375...
highlight the existence of new journalistic genres derived from the specific development of the format. As part of this practical innovation, we can point to genres such as immersive-informative, testimonial, informative-testimonial, descriptive, dramatized, and experimental, while indicating that immersive journalism transcends mere technical references and can be determined by how a story or news is told.

This contribution coincides with the position of Herranz et al. (2019)Herranz, J. M., Sidorenko B., P., & Cantero, J. I. (2019). Realidad virtual y periodismo inmersivo: nuevas formas de contar historias para los periodistas. In M. J. Ufarte (Ed.), Nuevos perfiles profesionales para el mercado periodístico (pp. 127-148). Comunicación Social. who point out that it is necessary to redefine the role of the journalist as the immersive narrative is consolidated, thus proposing categories such as immersion journalist, actor journalist, narrator journalist, and scriptwriter. However, pertinent, and necessary reflections have been late on the scene or manifest an asynchrony between the academy and the profession, mainly due to the latter. The times of technology companies and newsrooms and agencies are not the same as those of universities and research centers.

This withdrawal pointed out by López et al. (2022)López H., A., Méndez M., I., & Olivares-García, F. J. (2022). El declive del periodismo inmersivo en España a partir de 2018. Revista Latina de Comunicación Social, 80, 15-27. DOI: 10.4185/RLCS-2022-1536
https://doi.org/10.4185/RLCS-2022-1536...
and Sidorenko et al. (2020)Sidorenko B., P., Herranz, J. M., & Molina D., M. (2020). Evolución del periodismo inmersivo en España, desde su inicio hasta la pandemia por COVID-19. Estudos em Comunicação, (31), 69-96. DOI: 10.25768/20.04.03.31.04
https://doi.org/10.25768/20.04.03.31.04...
opened other niches. Since 2019, and thanks to the sustained development of the Oculus virtual ecosystem and initiatives such as “VR for Good”, it is possible to observe a transition towards the development of informative-documentary content in app format (independently and individually installable). This content is developed on the Valve and Oculus platforms, and among other examples, we can highlight the interview with rapper Eminem while taking a tour of the streets of Detroit (an interview conducted by Dr. Dre and not by a music journalist), or After the War, which actively engages the audience through various interactions. This reveals a notable contrast between the absence of conventional media or journalists – being more of an artistic experience or product not constrained by journalistic rigor – and in this specific case, immersive journalism.

It is the opinion of Caerols et al. (2020)Caerols M., R., Sidorenko B., P., & Garrido P., P. (2020). Hacia un modelo de narrativa en periodismo inmersivo. Revista Latina de Comunicación Social, 75, 341-365. DOI: 10.4185/RLCS-2020-1430
https://doi.org/10.4185/RLCS-2020-1430...
that the 360º content with immersive capacity made to date was distributed in part through platforms where most digital audiences such as Centennials are not active, as well as through narrative models that do not connect and where such users are not identified. What seemed like a frank expansion of the narrative resource in 2018 was merely an increase in the intention of experimentation. However, this did not include specific plans for the immersive format as one more resource in the range of options for the media and journalists to tell their stories and serve the greater segmentation of digital audiences. This is not the case with documentary and conceptual development, which requires more work to be done.

Benítez et al. (2021)Benítez, M. J., Pérez S., S., & Herrera D., S. (2021). Ethics in 360-degree immersive journalism. In M. Luengo & S. Herrera (Eds.), News media innovation reconsidered (pp. 53-72). John Wiley & Sons, Inc. warn that after almost a decade of development, 360º multimedia production is still expensive and complex. Recording scenes with recording systems only appears to be simple, since in practice there are a series of difficulties that do not arise in a conventional audiovisual recording, such as, for example, the fact that only one scene is recorded, preventing information from being excluded.

However, technology is the main variable for all involved and reality. The first quarter of 2022 is a time to rekindle interest and debate around virtual platforms with the ability to socialize in real-time through avatars, that is, the metaverse.There seems to be renewed interest in the experiences of the beginning of the 21st century in “Second Life” without the need for virtual reality headsets. Virtualization is being talked about again from semi-immersive consumption through computer equipment and especially mobiles.

The works of Baía and Ashmore (2022)Baía R., A., & Ashmore, M. (2022) From video streaming to virtual reality worlds: An academic, reflective, and creative study on live theatre and performance in the metaverse. International Journal of Performance Arts and Digital Media, 18(1), 7–28. DOI: 10.1080/14794713.2021.2024398
https://doi.org/10.1080/14794713.2021.20...
and Sidorenko and Cabezuelo (2022)Sidorenko B., P., & Cabezuelo L., F. (2022). Tecnología, comunicación digital y discursos urbanos: las ciudades del metaverso. In M. J. Ufarte & L. M. Calvo (Eds.), Ciudades globales, diplomacia, sostenibilidad y estrategias de comunicación (pp. 151-172). Comunicación Social. highlight the possibilities of communication and socialization offered by the metaverse from different fields and where journalism would presumably find a new interactive and direct way to connect with audiences, especially the youngest and most digital ones. Thus, not only is there a notable global discontinuation of journalistic productions in 360º or virtual reality with immersive capacity, but the Academy has devoted itself to reviewing and analyzing the reasons why what seemed to be one of the innovative manifestations in the multimedia field did not prosper while paying attention to this new virtual scenario. However, Rodríguez and Paíno (2022)Rodríguez F., M. I., & Paíno A., A. (2022). Progress or regression in the practice of immersive journalism? Immersive storytelling in the productions of the Samsung VR platform between 2015 and 2020. Journal of Print and Media Technology Research, 11(1), 47-63. Retrieved from http://jpmtr.net/index.php/journal/article/view/40
http://jpmtr.net/index.php/journal/artic...
defend the relevance of the 360º immersive format. Its success depends on the shorter duration of the reports, not exceeding two minutes, a preference for the 360º format instead of 3D content, making audio the main element of the narrative proposal, and for elements unrelated to the original content not to be included in post-production, such as graphics or inserted videos (Rodríguez & Paíno, 2022Rodríguez F., M. I., & Paíno A., A. (2022). Progress or regression in the practice of immersive journalism? Immersive storytelling in the productions of the Samsung VR platform between 2015 and 2020. Journal of Print and Media Technology Research, 11(1), 47-63. Retrieved from http://jpmtr.net/index.php/journal/article/view/40
http://jpmtr.net/index.php/journal/artic...
).

5 Conclusions

Journalism requires a willingness to innovate to engage new audiences. This context is inexorably determined by the technology industry that has impacted the information consumption habits of all segments of the public, especially those young people identified as Centennials and Alphas. The data shown in the article shows that the media’s interest in new immersive formats has not kept pace with technological progress. Immersive hardware technology continues to advance while the media has abandoned the use of the format. The pandemic highlighted this issue.

As Sidorenko et al. (2020)Sidorenko B., P., Herranz, J. M., & Cantero, J. I. (2020). Use of new narratives for COVID-19 reporting: from 360º videos to ephemeral TikTok videos in online media. Tripodos, 47(1), 105-122. DOI:10.51698/tripodos.2020.47p105-122
https://doi.org/10.51698/tripodos.2020.4...
point out, immersive journalism was a valuable resource to provide a closer look at the harsh reality of the beginning of the pandemic. A way for some less sensitized and aware sectors of society to achieve a greater degree of empathy in the first stage of the health emergency. However, the media opted for formats more associated with the ephemeral communication model and less conventional information formulas through satire, data simplification (headline journalism), or infotainment to connect more effectively with the public.

The media have always shown an interest in experimentation and innovation of formats, as has been evident over the years with immersive journalism, but without continuity. They have only achieved a primacy effect and in many cases, they abandoned this form of storytelling for the latest novelty, which is now in the Metaverse.

In addition to this, the concept of virtuality is still evolving with the metaverse. From the contributions and initial debates of De la Peña et al. (2010)De la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., & Slater, M. (2010). Immersive journalism: immersive virtual reality for the first-person experience of news. Presence, 19(4), 291-301. DOI: 10.1162/PRES_a_00005
https://doi.org/10.1162/PRES_a_00005...
and Domínguez (2010)Domínguez, E. (2010). Los nuevos formatos inmersivos y su aplicación en el periodismo. In A. L. Ureta & K. M. Ayerdi (Eds.), II Congreso Internacional de Ciberperiodismo y Web 2.0 (pp. 37 – 49). Universidad del País Vasco. on how to propose the idea of immersion in digital content where synthetic and real aspects are differentiated, the idea of metaverse today is more adapted to approaches such as that of Benítez and Herrera (2021)Benítez, M. J., & Herrera D., S. (2021). Buenas prácticas para guiar la atención del espectador en el reportaje inmersivo con vídeo en 360º. Doxa Comunicación, (32), 263-287. DOI: 10.31921/doxacom.n32a13
https://doi.org/10.31921/doxacom.n32a13...
about an internet paradigm based on platformization and high levels of visual stimulation, entertainment, and socialization.

Studies on immersive journalism in Spain show an academic concern that has led to research from many perspectives: narration, format, content, audiences, ethics, or journalistic routines. The reflexive framework, promoted by groups from the universities of Santiago de Compostela, Salamanca, Carlos III, and Castilla-La Mancha, has made it possible to feed a very broad documentary and conceptual base.

The speed of immersive technology does not match its use by the media and journalists. The latter stopped experimenting with the medium as soon as the first moments of innovation had passed, leaving no time for their audiences to adapt. In the same way, researchers in this field in Spain were able to quantify and experience the phenomenon, without achieving feedback from the professional field, which would have made immersive journalism grow and evolve at the same time towards the new virtual experiences offered by the metaverse in these moments.

At a time of reconsideration of the concept of virtuality from the metaverse, the technology industry, the media, and universities are facing the challenge of collaborating to experiment and lay the foundations for future virtual and immersive journalism. Likewise, there is a need to correctly differentiate the concepts so as not to define them as metaverse or any other type of virtual experience. Despite the trends and “fashions” in the academy, there is a need to duly specify these argumentative and conceptual considerations.

On the other hand, the media, and journalists, far from “mass” communication pretensions, need to explore the virtual possibilities of the metaverse due to its high socializing potential and the hyper-segmented digital context. However, shyness or reservations still prevail from the scientific field to approach the phenomenon rather than from the professional field where experimentation prevails – for the time being – as it already happened with immersive journalism.

  • TRANSLATED BY: AGESTRAD
  • One review used in the evaluation of this article can be accessed at https://osf.io/rxnt5 | Following BJR’s open science policy, the reviewer authorized this publication and the disclosure of his/her name.

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Desk Review Editor: Paulo Nuno Gouveia Vicente

Publication Dates

  • Publication in this collection
    30 Oct 2023
  • Date of issue
    2023

History

  • Received
    02 Oct 2022
  • Reviewed
    20 Jan 2022
  • Accepted
    30 May 2023
Associação Brasileira de Pesquisadores em Jornalismo (SBPJor) Secretaria da SBPJor, Faculdade de Comunicação, Universidade de Brasília(UnB)., ICC Norte, Subsolo, Sala ASS 633 - cep: 70910-900, Brasília - DF / Brasil - Brasília - DF - Brazil
E-mail: sbpjor.dir.adm@gmail.com