Abstract
This article introduces a methodological framework for the qualitative analysis of immersive non-fiction virtual reality (VR) storyworlds, focusing on the unique features of VR as a medium for storyliving. In VR, users are not merely watching a story unfold on a screen—they are inside the experience, actively engaging with and storyliving the immersive narrative as it unfolds around them. VR is a spatial, embodied, interactive, multisensory, perceptually rich, affective, and user-oriented medium. The proposed methodology addresses key elements of VR storyworld analysis, such as spatial and temporal design, user roles and perspectives, relationality, emotional engagement, and multisensory embodiment. The framework highlights the importance of examining how VR constructs distance and proximity across multiple experiential domains. Distance and proximity are not just spatial concepts; they are, rather, intricately connected to the domains of temporality, relationality, emotional engagement, and multisensory perceptual inputs. Drawing on interdisciplinary approaches, including visual narrative studies, haptic media studies, and embodied narrative inquiry, this methodology provides a structured approach to analyzing how VR storyliving is constructed and experienced.
Keywords
Introduction
Virtual reality (VR) is a medium of storyliving, not merely storytelling (Kazlauskaitė, 2024; Maschio, 2017, 2022; Vallance & Towndrow, 2022). It is a spatial, embodied, interactive, multisensory, perceptually rich, affective, and user-oriented medium. What distinguishes VR from earlier media technologies is that VR must closely mirror and respond to the movements of the human body (Lanier, 2017). VR provides a visceral experience and a feeling of “being there” (Kazlauskaitė, 2023; Lombard & Ditton, 1997; Lombard & Jones, 2015) while witnessing another’s situation or emotional story, and/or participating in another spatial or temporal setting. VR storyworlds integrate the experience of an immersive spatial environment with the experience of a story, creating a unified sensory and narrative experience. A key difference from simply watching a story unfold on a screen is that, in VR, users are “inside” the virtual storyworld; they are living the story within the virtual space and they are foregrounded as the “experiencers” of these storyworlds (Aylett & Louchart, 2003). As users turn their heads and move their bodies, a changing scene is rendered and new perceptual information is sent to the senses. When the sensory information provided by the virtual environment aligns with the brain’s expectations of how interactions should unfold, the virtual experience feels immersive. These characteristics of VR guide the framework for analyzing non-fiction VR storyworlds.
Despite the rapid growth of immersive VR content, there remains a significant methodological gap in how to analyze these experiences, particularly non-fiction VR storyworlds. These non-fiction immersive storyworlds include VR documentaries and journalism, educational content, and history and heritage experiences. While the framework presented here is designed with non-fiction VR in mind, it also holds potential for broader application to narrative-driven and affectively rich fictional VR. However, especially game-based VR content, which is more structured around interactivity, goal-oriented play, and game mechanics, may require different analytical tools rooted in ludology and interaction design.
Some notable examples of recent scholarly efforts to provide methodological guidelines for the qualitative analysis of VR content include the content analysis approach by Jones et al. (2022), which introduces the practicalities of undertaking an analysis of the VR game Half-Life: Alyx; the medium-conscious narratological and reader-response analysis by Bell and Ensslin applied to digital fiction (2024); analysis of storytelling in immersive VR journalism (Uskali et al., 2021); analysis of screen grammar in cinematic VR by Dooley (2021); and the process view of narrative applied to VR by Aylett and Louchart (2003). While existing approaches offer valuable insights into methods for analyzing VR experiences, focusing on narrative design or user experience, they tend to provide case-specific and fragmented methodological ideas. What is still lacking is a comprehensive analytical framework for qualitative research that can be applied by social scientists across a range of non-fiction VR content. This article addresses this gap by proposing a methodological framework that guides researchers through the qualitative analysis of non-fiction VR content.
Storyliving VR Narratives
The proposed framework intersects with approaches in visual narrative studies (Pimenta & Poovaiah, 2010), but it goes further by incorporating an exploration of the embodied and multisensory dimensions of VR narratives, beyond ocularcentrism (Kazlauskaitė, 2021). In particular, the elements of touch and haptics need to be incorporated into the analysis of VR narratives (Parisi & Archer, 2017; Parisi et al., 2017).
Narrative is characterized by the presence of both a story (a sequence of events) and a storyteller (Scholes et al., 2006, p. 4). Pimenta and Poovaiah (2010, p. 31) define a story as “a universe that mimics the real or imagined world but is different from the viewer’s world.” This distinction highlights the fundamental difference between VR storyworlds and other visual narratives: in VR, the user shares the spatial and temporal context of the story and characters in it. Since a VR storyworld unites both a narrative and a spatial, embodied experience of users, it extends the domain of narrative as storytelling into the domain of storyliving. As Wilcox et al. (2003, p. 427) observe, “stimuli presented in immersive environments are not correctly processed as symbols and so elicit the same responses as in live interactions.”
With its emphasis on storyliving, VR draws strong parallels to the oral tradition (Maschio, 2022), as it mirrors the immersive nature of rituals and performances of myths, where stories are not merely told, but lived. Participation in rituals and ceremonies can provide identity markers, establish group boundaries, develop and reinforce community bonds, inform participants about their roles in the group, as well as facilitate personal and community transformations (Kealiinohomoku, 1997, p. 70). Like ritualized performances of myths, VR storyliving allows individuals to experience complex emotional states as well as participate in and enact a story in an embodied way: “Myths are not to be seen as stories but as geographically rooted providers of images which, through juxtaposition, enable locals to experience complex emotional states. Thus, myths are not so much narrated as lived, especially at heightened ritualized moments” (MacClancy, 2010, p. 261). VR stories, as immersive digital myths, are not merely recounted from a distance but are experienced firsthand, with participants actively engaging in and living out the narratives. Immersion and interaction transform the virtual experience into something akin to the embodied performances of oral myths, where meaning is co-created through direct engagement with and participating in the narrative. One interviewee in Maschio’s (2022, p. 17) ethnographic study illustrates this point by elaborating on what VR storyliving entails: It’s like putting on a shell and I can move in ways my body can’t move in and go to places my physical body can’t necessarily go to, giving me a certain newness of mind. It is a shape shifting device. I can become a rat, a helicopter, or another person and that is a new feeling, something that happens in dreams.
Just as users can learn a new skill in VR by physically mimicking the movements, they can also adopt, learn, and rehearse certain attitudes, values, and behaviors in VR, by embodying story-prescribed movements, modes of feeling and/or relation within the virtual spaces. Virtual storyworlds are designed to evoke a particular sense of place, which becomes a setting for rehearsing and performing a virtual self. A virtual self assigns a role and a perspective to users, guiding them to adopt and enact specific actions and interactions, not only with the environment but also with other users or characters in VR stories. A virtual self models users’ behaviors, attitudes, values, and beliefs. Like myths, VR provides an opportunity to simultaneously be both itself and something else, to be both here and somewhere else, or, in other words, to inhabit multiple spatiotemporal dimensions and selves.
In this sense, VR is a transformative technology and medium. As an “affective medium” capable of evoking complex emotions (Mancuso et al., 2023; Riva et al., 2007), VR significantly impacts memory. Research has demonstrated that VR can elicit specific emotional reactions such as awe, gratitude, or anxiety (Chirico et al., 2018; Collange & Guegan, 2020; Felnhofer et al., 2015). Emotionally charged experiences enhance attention and trigger strong affective responses, making it more likely that these experiences will be remembered vividly and in detail (Mancuso et al., 2023). A key finding on the impact of VR on memory is that VR experiences become part of the users’ autobiographical memory (Bluck et al., 2005; Kisker et al., 2021a, 2021b; Schöne et al., 2019, 2023). Autobiographical memory is shaped by factors such as personal relevance, self-referential processing, and self-involvement (Conway, 2005; Roediger & Marsh, 2003), all of which are intrinsic to VR experiences, as VR emphasizes the role of users as the “experiencers.” Autobiographical memory shapes users’ beliefs and understanding of who they are and who they can become, how they relate to others, how they evaluate the significance of past events, the futures they imagine, and how they plan for those futures (Conway, 2005; Fivush, 2011). By providing new, emotionally impactful experiences that are remembered as something that happened to “me,” VR can reshape users’ interpretations of past events, influence their perceptions of themselves and others, as well as guide their future-oriented actions and behaviors.
By analyzing how VR storyworlds are designed, we can critically assess how they may shape individuals’ sense of self and their understanding of the world around them. It is important to recognize, however, that a VR storyworld can evoke varying experiences and emotional responses depending on users’ cultural backgrounds, personal histories, attention levels, and contexts of engaging with VR. While immersive experiences can evoke a wide range of interpretive and emotional responses, the framework proposed here does not aim to account for all user variability. Instead, it begins with a focused analysis of the experiential design features of the VR storyworld, as experienced by the researcher.
This analysis focuses on a first-person “experiencer” point of view, which is central to the VR medium. The researcher examines the design of the storyworld by describing what it feels like to storylive it. The elements of the storyworld design are described as they are perceived by the researcher, emphasizing and showcasing how user’s personal experience contributes to creating the narrative. This is important because, as Aylett and Louchart (2003, p. 6) note, users in VR “play a central part in the building of the story and their own overall experience since this depends upon their actions, reactions and behaviour within the world itself.”
As the “experiencer” in the storyworld, the researcher provides a detailed account of how the narrative unfolds, how its visual, spatial, auditory, interactive elements are perceived, and what emotional reactions arise. This method aims to capture both the structure of the storyworld and its felt impact on the individual within it, or, in other words, both the “textual features” and the “reader constructions” of the text (Bortolussi & Dixon, 2002, p. 37). The first-person viewpoint allows the researcher to describe and assess storyworld elements as they are directly encountered in the virtual environment, providing insights into the mechanisms by which VR storyworlds create meaning, evoke emotions, and potentially shape identity and worldviews. This analysis of the storyworld design could be integrated with broader user experience research, which explores how different individuals respond to and make sense of the virtual storyworlds. Such research might draw on the core questions introduced in the proposed framework to explore variable user responses. Combining these approaches can provide a more comprehensive understanding of both the structural design and the diverse ways it can be reinterpreted by users.
In analyzing VR storyworlds, four foundational questions serve as the starting point for analyzing the immersive experience: 1. Where am I? • What kind of world is the user inhabiting, and how is this spatiotemporal context constructed to facilitate specific feelings, meanings, or actions? 2. Who am I? • What role, perspective, and identity is the user assigned, and how does this virtual identity shape their interactions and behaviors? What does it feel like to be in the storyworld? 3. Who am I with, and what is our relation? • Who are the other characters or users present, and what are the relationships and interactions between them and the user? 4. What am I doing? • What is the user physically doing in the virtual space? How do VR storyworlds use embodied presence—through vision, touch, audition, movement, and interaction—to facilitate specific feelings, meanings, or actions?
In the sections that follow, I expand on each of these guiding questions and propose additional considerations for analysis.
Where am I? Space, Time, Situation
This section outlines the first step of the methodological framework, focused on analyzing the spatiotemporal context of the VR storyworld. VR is a spatial medium. It immerses users in synthetic places, or storyworlds, that are experienced from within, in embodied and perceptually rich ways. Consequently, VR experiences are remembered as events that happened “to me” in a specific location and at a certain time, not as a story watched unfolding on a screen (Schöne et al., 2023). There is an inherent link between spatial experiences and memory (Bond, 2021; Sutton, 2024). As VR experiences take place in spatial immersive environments, they are integrated into users’ autobiographical memory (Riva et al., 2024). As Riva and Wiederhold (2022, p. 356) highlight, for our brains, “our location is the space we can move through, not the space we are seeing. […] videoconferencing systems and other digital social platforms are not places, and, therefore, do not directly connect the experiences we have within them with our autobiographical memory.” Thus, for example, experiences on social media are not integrated within autobiographical memory in the same way that VR experiences are.
Space and Time
Users inhabit the time and space of the storyworld. In VR, this virtual space-time merges with actual physical time and space and can be perceived by the senses of the body. Users are simultaneously both “here” and “there.” As a result, users do not just learn about the storyworld—they experience it by living it (Maschio, 2017). The virtual space is deliberately crafted by its creators to become a specific kind of place, designed to evoke a certain atmosphere, emotional responses, and meaning (Kazlauskaitė, 2024). In other words, immersive storyworlds structure meaning-making by acting as virtual models or cognitive templates for interpreting the self within a given space. The crafted sense of place imparts essential experiential knowledge to users, shaping their understanding and emotional responses to the storyworld. In some VR experiences, the spatiotemporal navigation can become so prominent that it overshadows narrative progression, creating explorable worlds “without a narrative organization of content” (Arcagni & D’Aloia, 2021, p. 3).
Spaces and places form the foundation of our lived experiences. Spaces evolve into places when people become familiar with them, assigning personal value and meaning to them (Tuan, 2001 [1977], p. 3). In VR, spaces and places similarly serve as fundamental components of the storylived experience. Virtual environments, or “story-places,” are carefully crafted by their creators to evoke a distinct sense of place which should trigger specific emotional response. However, the meaning of these virtual places is not solely constructed by their creators—it is co-created and reinterpreted by users, who interact with and move through these places, infusing them with their own personal meanings and emotions on the basis of personal contexts and histories (e.g., Bell & Ensslin, 2024).
Space is intertwined with time. Not only does space exist in the present, as Tuan (2001 [1977], p. 119) observes, but it is also experienced in the present. In VR, whether users are engaging with representations of past events or speculative future scenarios, they are immersed in these environments as if they are unfolding in real-time. The sense of immersion and presence in VR collapses the temporal distance, making the past and future feel accessible and immediate. This sensation of “being there” blurs the boundaries between different timeframes, which is why VR is frequently marketed as a time-travel machine. The promise of VR to transport users into different historical moments or imagined futures, while simultaneously grounding them in the “now” of the virtual experience, highlights how this technology can be used to manipulate users’ perception of both spatial and temporal dimensions. Some VR experiences utilize spatial immersion to represent multiple temporalities within a single immersive environment. These temporal layers may coexist, overlap, or allow users to move seamlessly between different time periods, offering a unique narrative structure (e.g., Book of Distance VR; The Changing Same Ep.1; Here VR; see also Kazlauskaitė, 2022b). In such experiences, users can explore the past, present, and future simultaneously, all within the same virtual space, blurring the boundaries between different temporal dimensions.
Distance and Proximity in Space and Time
By encountering unfamiliar places, past situations, potential future scenarios, and people in virtual storyworlds, users are positioned at varying levels of proximity or distance (Kazlauskaitė, 2022b). These spatiotemporal contexts act as experiential models, encouraging users to reflect on what it would feel like to inhabit these situations or to consider how others might have experienced them. In some VR experiences, users have the ability to navigate VR storyworlds freely, physically interacting with objects by touching, holding, or manipulating them, thus collapsing the spatial distance and enhancing the sense of presence (e.g., Book of Distance VR; The Dawn of Art). Conversely, other VR experiences position users as fixed observers or witnesses—immersed in the space yet simultaneously interactively distanced (e.g., immersive 360° videos). The spatial proximity or distance of other characters or users in the storyworld also conveys meaning. For instance, an “enemy” character approaching the users closely and intruding into their personal space can be used in the narrative to evoke feelings of fear and threat (Kazlauskaitė, 2022a). Similarly, observing a character encroaching on someone else’s territory or occupying a space that does not belong to them can be used in the narrative to provoke feelings of anger, resentment, and indignation (for more on proxemic conventions of communication, see Hall, 1959, 1966, 1974).
Applying the Framework: Guiding Questions
Analysis of Spatiotemporal Context
However, spatial and temporal context alone do not determine meaning-making. Just as important is the way the user is positioned within the storyworld—what role they inhabit, whose perspective they are made to adopt, and how they are invited to feel and act as particular virtual selves. The next step in the framework therefore turns to the question: Who am I and who am I with?
Who am I and Who am I With? Role, Perspective, Relationality, and Emotions
This section outlines the second step of the framework. It builds on two core questions: Who am I? and Who am I with? Just as a VR storyworld models a spatiotemporal environment, it also defines how users should embody a specific character within it. Moreover, in the process of defining the virtual self, VR storyworlds establish guidelines for how users are expected to relate to other characters in the story, including both in-groups and out-groups. Sharing space with others in the virtual environment further contributes to a distinct sense of place. It also helps to construct a virtual identity, shaping the understanding of who “I” or “we” are in the context of the storyworld, who “they” are, and how “I” or “we” should relate to “them,” the surrounding environment, or the represented events, whether in the past, present, or future. In this context, distance and proximity are key storytelling and storyliving tools in shaping how users inhabit the virtual storyworlds, relate to others in them, and what kind of virtual selves they enact.
Relational Distance and Proximity
The strategic design of distance and proximity can be implemented through a variety of elements. Kazlauskaitė (2022b) highlights the significance of examining how immersive VR experiences position users in relation to the represented events or experiences. Users can be positioned to adopt different modes of relation, such as projection, replication, rupture, and dialogical interaction with the represented events or experiences. These modes are not mutually exclusive. They are structured using relational proximity and distance, which may be combined in different ways to create a distinctive approach in each VR experience.
Projection in VR storyworlds involves a first-person, embodied perspective, where users are positioned to interpret the represented experiences or events through the lens of their own values, feelings, and beliefs. When users attempt to emotionally connect with the represented experiences or events in this mode, they typically imagine how they would feel in another’s place, but without fully considering the differences between their perspective and that of the people they are trying to understand. Projection prompts users to ask: What would it be like for me to be there? This perspective is referred to as the “imagine-self perspective” (Batson, 2009). It is self-oriented, and its defining characteristic is that it evokes both empathic concern and personal distress, the latter being linked with negative feelings of worry, alarm, grievance, and upset (Batson et al., 1997; Batson, 2009). While personal distress may motivate prosocial action, it can make a person become so focused on their own personal distress that they lose sight of the other’s situation altogether (Batson, 2009).
Dialogical attention is a second-person mode of engaging with events or experiences, characterized by a balance between active engagement and disengagement. Unlike the third-person detachment or the first-person projection of oneself onto the events, this approach involves encountering the events as distinct from oneself while simultaneously engaging with them emotionally, morally, or ideologically. The dialogical second-person mode situates the user in an embodied perspective that acknowledges the difference between the self and the other. In this mode, emotional connection does not imply a loss of critical distance; instead, it fosters a self-reflexive process. This perspective has been defined as the “imagine-other” perspective (Batson, 2009). It is other-oriented and focuses on the effects of the situation on the other. An imagine-other perspective elicits empathic concern, fostering more positive emotions such as compassion, tenderness, warmth, and softhearted sympathy for the other. Unlike the imagine-self perspective, it maintains distance and does not provoke empathic distress because the identification and projection onto the other’s experience is not as intense.
Replication represents a third-person, detached perspective on events or experiences, which are observed from an external, objective point of view (Kazlauskaitė, 2022b). The focus is on the accurate replication and reconstruction of events or experiences in specific spatiotemporal contexts. In this mode, the goal is to create a mimetic match between the events and their representation, ensuring fidelity to the facts and accuracy of representation. Emotional connection is not the primary objective in this approach; rather, the focus is on minimizing subjective biases and affective responses.
Finally, the fourth mode of relation to the represented events or experiences is that of rupture (Kazlauskaitė, 2022b). In this approach, the events or experiences are presented as unknowable, alien, and incomprehensible. Any effort to understand or fully grasp the events is considered futile or unsuccessful, as they are seen as so fundamentally different that they defy interpretation from the present perspective. The gap between the user’s current understanding and the events themselves is so vast that it cannot be bridged, emphasizing an unresolvable distance between them. Several of these modes of relation can be combined in a single VR experience, or a single mode may be prioritized.
User Roles
Distance and proximity in VR can also be designed by assigning users specific roles—such as embodied witness, disembodied witness, participant, or impersonator—each shaping the user’s relationship to the virtual environment and the events within it (e.g., Kazlauskaitė, 2021).
As an embodied witness, the user is represented as a virtual self within the environment. They may be partially or fully embodied and have visible virtual limbs, hear their own voice, and be acknowledged by other characters through direct eye contact or dialogue. The spatial and emotional proximity to other characters in the embodied witness role may cause feelings of anxiety and discomfort or sympathy and closeness (e.g., Dooley, 2020). Although embodied witnesses are observers rather than active participants, their presence in the immersive space still affects how they perceive and are affected by the unfolding events.
In contrast, as a disembodied witness, the user takes on a ghost-like, invisible role, hovering in the virtual space without a visible body or direct engagement with the characters. While still “inside” the storyworld, disembodied witnesses maintain a more distanced observational stance. However, even though they observe unfolding events without interacting, their presence within the virtual environment keeps them from being entirely neutral or detached from the experience.
Participants move beyond observation to take an active role in the virtual events. They may be embodied fully or partially, and their actions, interactions, and choices directly shape the narrative as it unfolds.
Finally, as an impersonator, the user occupies the body or role of another individual within the virtual environment. This role can have negative ethical and psychological implications, such as the phenomenon of “toxic re-embodiment” (Nakamura, 2020), where user’s identification may be harmful and inappropriate. Similarly, this role may risk fostering “improper distance” (Chouliaraki, 2011; Nash, 2018), where users fail to maintain a critical perspective on the experiences or virtual identities they inhabit.
These roles—embodied witness, disembodied witness, participant, and impersonator—are not mutually exclusive and may overlap or shift within a single immersive experience. Each role necessitates careful consideration, as the ways users are positioned can profoundly influence their engagement and interpretation of the virtual content.
Virtual Selves and Emotional Modeling
It is also important to analyze who these virtual personas are—not merely what roles they play within the storyworld, but how they are designed to behave, think, and feel (Kazlauskaitė, 2022a). The influence of digital self-representations in VR on users’ behavior is evident in the phenomenon known as the Proteus effect. This effect refers to a phenomenon in which the characteristics of a user’s digital representation influence their behavior within virtual environments. For example, a study by Peña et al. (2009) found that avatars with stereotypically “aggressive” traits, like wearing black cloaks or KKK-related costumes, led to increased aggression in users. Similarly, research by Yee and Bailenson (2007) demonstrated that taller or more attractive avatars increased users’ confidence and friendliness. These behavioral changes are triggered automatically by situational cues, such as specific costumes or bodily characteristics, which are linked to associated memories and stereotypes (Peña et al., 2009).
Embodying a virtual self in VR allows users to practice or rehearse a repertoire of feeling and emotional display rules (Ekman, 1972; Ekman & Friesen, 1969; Goffman, 1959; Hochschild, 1979, 1983). Emotional display rules refer to socially shared norms that dictate appropriate emotional expressions in particular situations and roles (Ekman, 1972; Goffman, 1959). Users’ virtual selves are embedded within a framework of appropriate emotional expression prescribed by the VR experience. For instance, in the Polish “Postcard from the Uprising” VR experience, users are guided to feel specific emotions, such as victimhood, resentment, or empowerment, as part of their assigned role within the historical reenactment (Kazlauskaitė, 2022a). The VR’s narrative design not only prompts users to align their emotional responses with the characters they embody, shaping their engagement with the virtual story, but also potentially influences their emotional responses beyond the VR storyworld, by providing an experience of being one of “us,” allowing users to feel what it means to belong to a group and depend on it for survival in the context of war.
Applying the Framework: Guiding Questions
Analysis of User Roles, Virtual Self, Modes of Relation, and Emotional Modeling
What am I Doing? Body, Movement, Multisensory Experience
The final step of the framework focuses on embodied interaction and multisensory immersion: how the user moves, acts, and perceives through the body in VR. The sense of “being there” in VR is closely linked to the embodied “doing there” (Sanchez-Vives & Slater, 2005; Slater & Steed, 2000; Slater et al., 1998), dependent on the user’s awareness of the body and its movement, balance, and position in the virtual space. This bodily sensory engagement enhances the realism of the experience, as users not only see and hear the virtual storyworld but also feel as though they are moving in it. The activation of bodily senses plays a crucial role in how VR influences perception, memory, and emotional responses (Riva & Wiederhold, 2022; Riva et al., 2024; Szita et al., 2018).
Movements and Gestures
Gestures and bodily movements enhance the sense of presence and memorability of VR experiences (Cohen, 1981; Cook et al., 2008, 2010; Kazlauskaitė, 2023). The interaction of sensorimotor and autobiographical memory enables individuals to recall not only what occurred but also how it felt and what physical actions were involved in those events (Ianì, 2019). Because memory is fundamentally rooted in sensorimotor experience, shaping memory involves shaping the corresponding sensorimotor patterns (Ianì, 2019; Sutton & Williamson, 2014). Bodily movements and gestures support the encoding of memories and making their retrieval easier. Lastly, bodily movement plays a central role in integrating the various sensory inputs into a coherent, unified conceptual framework that encompasses visual, auditory, kinesthetic, proprioceptive, and tactile sensory information (Paterson, 2007). Through active exploration and physical movement in VR, users can integrate different sensory inputs into a higher order cognitive framework. Bodily movement is intrinsically tied to meaning-making and conceptualization (Hampe, 2017; Lakoff & Johnson, 1980, 1999).
The defining feature of VR, as opposed to other media, is that the user is positioned inside the virtual world. This immersion enables movement and interaction within the environment, although the extent of this interaction varies by content type. In cinematic VR, or 360-degree videos, users have a limited capacity for movement, which restricts their sense of agency and interaction. They are immersed in pre-rendered videos and can engage with them primarily by turning their heads to look in different directions. This is referred to as having three degrees of freedom (3DoF), allowing for head rotation left and right, looking up and down, and tilting. In contrast, fully computer-generated VR environments provide six degrees of freedom (6DoF). This means users can not only rotate their heads but also move their entire bodies left or right, forward or backward, and up or down, offering significantly more freedom, agency, and presence within the virtual space. Using hand-tracking or hand-held controllers, users are able to touch, grasp, and manipulate various objects and other elements present in the virtual space. Users may also be offered different interactive elements in computer-generated VR experiences, such as choice points for branching narratives (Dooley, 2017, 2021).
Non-Verbal Communication
The possibility of movement in VR introduces non-verbal forms of communication through gestures and bodily movements, both by users and characters in the storyworlds, which can convey meaning and emotion. Just as animals living in groups, including humans, communicate through body postures and movements (Finnegan, 2014), users/characters in VR can express a range of social cues through specific body postures, facial expressions, movements, and stances. These can indicate friendliness, hostility, receptiveness, or dominance, shaping the dynamics of social interaction in the virtual storyworld. Analyzing gestures and bodily movements in VR involves considering how particular postures, gestures, facial expressions, and movements of other users or characters in the storyworld impact users’ perceptions of the storyworld and their engagement with other characters or users. Furthermore, examining how the VR storyworld shapes and organizes the user’s own bodily postures and gestures is essential for understanding not only the relational dynamics at play but also the way in which the VR experience designs the user’s virtual self. Virtual storyworlds can prescribe “proper” bodily postures, stances, and gestures for users to embody in different situations or scenarios, guiding the behavior of their virtual selves and their emotional responses.
Touch
VR is both audiovisual and tactile-embodied. Touch significantly contributes to the sense of presence and immersion in VR (Campbell et al., 2018; Muthukumarana et al., 2020). Paterson (2007) observes that touch extends beyond mere skin sensations and is an embodied experience, involving spatial awareness through the integration of proprioception (the sense of the body’s position in space), kinesthesia (the sense of movement), and the vestibular sense (the sense of balance). Touch is fundamental to how we experience and understand the world, ourselves, and our connections with others. Touch is also governed by social norms that dictate who can touch whom or what, as well as where, how, and when such interactions are appropriate (Finnegan, 2014, pp. 205–212; Price et al., 2021, p. 865). Repeated interactions with haptic technologies in VR position “the body as an object disciplined and trained through repeated interactions” (Parisi et al., 2017, p. 1518). Lastly, touch is the main sense through which physical co-presence is directly embodied and experienced (Finnegan, 2014, p. 194). As Finnegan (2014, p. 196) observes, “[t]he experience of physically touching something – other people, external objects – assures us of being in touch with the world outside ourselves and with our own embodied actuality.”
Tactile elements can be incorporated into VR storyworlds by using mid-air haptics, vibrotactile, exoskeletal and electromechanical haptic solutions that are integrated into various specialized hardware, such as gloves, vests, suits, and controllers (Price et al., 2021). Haptic feedback allows the user to touch and feel something in the VR environment that is not present in the physical environment. When touch is incorporated in consumer VR experiences, the most common device for haptic interaction is controllers. In some VR experiences, touch is completely virtual, meaning that there is no physical sensation of touch, but there is gesture-based interaction without actual haptic feedback. Such “touchless touch” (Price et al., 2021, p. 869) relies on tight coupling of movement and gesture to visualization. When analyzing VR storyworlds, it is essential to consider how tactile sensations organize the user’s body, its gestures, and movements. Culturally specific forms of tactile contact can communicate messages of “affection, support, aggression, disapproval, control, recognition, sympathy and a host of other things appropriate and intelligible within particular groups and particular situations” (Finnegan 2014, p. 201). Researchers should explore how the integration of tactile sensations, haptic feedback, and gestures in VR experiences creates experiential proximity or distance to the represented events and experiences and their emotional impact. For example, haptic feedback can be employed to increase the users’ felt proximity to the represented events or places. Alternatively, it could also be used to anchor users in their physical reality while in VR, thereby creating more experiential distance. The latter approach may result in users feeling more like witnesses or observers rather than direct participants in the virtual environment, which, in turn, can foster a more reflexive or nuanced engagement with the represented events (Kunjam, 2024).
Sound
Sound is another essential perceptual element in shaping immersive experiences in VR storyworlds. Spatialized sound creates experiential proximity. By closely replicating the way humans naturally perceive sound in three-dimensional spaces, spatial audio provides directional cues that convey the depth and distance of sounds, guiding users on where to turn and focus their attention. This auditory realism not only reinforces a sense of presence but may deepen the user’s sense of connection to the virtual storyworld (Dinh et al., 1999; Hendrix & Barfield, 1996; Kazlauskaitė, 2022b; Kern & Ellermeier, 2020; Larsson et al., 2007; Potter et al., 2022).
Applying the Framework: Guiding Questions
Analysis of Embodiment and Movement
Ethical Considerations
VR is a powerful technology capable of inducing intense emotional responses, and its impact can be significant when VR content engages with topics of trauma, violence, or emotionally charged historical and social issues. Emotional intensity plays a key role in the encoding of intrusive memories, particularly in the context of trauma (Arntz et al., 2005). More specifically, emotion enhances perceptual memory—a form of memory that is distinct from conceptual memory and is especially prominent in traumatic recall. Research has shown that when emotionally traumatic events are processed primarily through sensory, visuospatial, or perceptual ways, rather than through verbal or conceptual processing, the likelihood of recurrent, intrusive traumatic memories increases (Ehlers & Clark, 2000; Halligan et al., 2002; Holmes & Bourne, 2008).
The latter distinction is particularly relevant to VR, as VR experiences emphasize perceptual and visuospatial immersion and sensory proximity. This suggests that immersive VR experiences depicting distressing content may elicit significant stress responses and, in some cases, symptoms consistent with post-traumatic stress. Dibbets and Schulte-Ostermann (2015) specifically tested the impact of VR in comparison to traditional trauma-inducing films. They found that participants reported greater immersion in the VR condition compared to 2D film, and that much milder VR scenes depicting a physical assault elicited intrusive memories and negative mood. These findings underscore the potential negative psychological impact of non-fiction VR content and the need for ethical considerations in research contexts.
These risks apply not only to participants in broader VR user experience research, but also to the researcher-analyst, who may engage repeatedly and intensively with the same emotionally charged material. Prolonged exposure during close analysis may have cumulative psychological effects. As such, researchers must approach analysis of VR content with self-awareness, recognize their own vulnerability, and take steps to mitigate emotional strain. If the proposed framework is used alongside broader user research, additional ethical safeguards must be in place. These may include clear content warnings, informed consent procedures, voluntary participation protocols, and access to emotional support and debriefing procedures.
Conclusion
This article presents a framework for the qualitative analysis of immersive non-fiction VR storyworlds, highlighting VR’s unique characteristics as a medium for storyliving. This methodological framework focuses on key aspects of VR storyworlds, such as spatial and temporal design, user roles and perspectives, relationality, emotional engagement, and the integration of multisensory elements. The framework highlights the importance of examining how VR constructs distance and proximity across multiple experiential domains. Distance and proximity are not just spatial concepts, but they are intricately connected to the domains of temporality, relationality, emotional engagement, and multisensory perceptual inputs.
As VR technology continues to evolve, further research into its impact on user experience will be critical to fully understanding its role in shaping future modes of non-fiction storytelling and storyliving. An interdisciplinary approach will be essential for refining this analytical framework as new technological capabilities emerge, such as more sophisticated haptic feedback, artificial intelligence-driven interactions, and neural interfaces. Understanding how these developments shape the user’s perception and emotional responses will be crucial in optimizing the ethical use of VR for non-fiction storytelling and storyliving. This framework aims to provide a foundation for examining how VR storyworlds are not only designed and experienced but also how they contribute to the evolving landscape of narrative practices in immersive media.
Footnotes
Funding
The author disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was funded by the European Union (Horizon Europe, PLEDGE: Politics of Grievance and Democratic Governance, PN: 101132560).
Declaration of Conflicting Interests
The author declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Data Availability Statement
Data sharing is not applicable to this article as no new data were created or analyzed in this study.
