Trend AnalysisCommunication & Media

Virtual Reality Journalism and Immersive Storytelling: Presence as a Reporting Tool

Virtual reality promises to transform journalism by placing audiences inside the story rather than in front of it. Four papers examine the adoption gap between VR's journalistic potential and its current implementation, revealing cost barriers, ethical dilemmas, and the persistent question of whether immersion enhances or distorts understanding.

By Sean K.S. Shin
This blog summarizes research trends based on published paper abstracts. Specific numbers or findings may contain inaccuracies. For scholarly rigor, always consult the original papers cited in each post.

Traditional journalism tells you about an event. Immersive journalism promises to place you inside it. Using virtual reality headsets, 360-degree video, and spatial audio, immersive journalism creates a sense of presenceโ€”the psychological experience of being in a place other than where your body actually is. Instead of reading about a refugee camp, you stand in it. Instead of watching footage of a disaster, you occupy the space where it occurred.

The premise is powerful: if journalism's purpose is to inform and generate understanding, then presence should be the ultimate reporting tool. Direct experience, even simulated, should produce deeper comprehension and stronger empathy than any text or flat video. But the reality of VR journalism in 2025 is far more complicated than the premise suggests. The technology is expensive, the audience is small, the editorial standards are uncertain, and the question of whether immersion enhances or distorts understanding remains empirically open.

The Adoption Landscape

Eskiadi and Panagiotou (2024) examine the acceptance of immersive journalism among different demographic groups. Using qualitative focus groups, participants from varied age groups experienced VR news stories and discussed their perceptions and responses.

The findings revealed high emotional engagement across all demographics, with younger participants showing greater enthusiasm and ease with the technology, while older participants expressed interest but faced technological barriers. Trust in the media and perceived realism were crucial factors influencing acceptance. Concerns about accessibility and inclusivity were also significant, particularly among older and less technologically proficient participants. The study concludes that, for immersive journalism to gain widespread acceptance, media organizations must address technological barriers, enhance user education, and ensure ethical standards in storytelling.

Bibliometric Mapping of the Field

Arik, Karaduman, and Karaduman (2024) offer a bird's-eye view of immersive journalism scholarship from 1999 to 2023 through bibliometric analysis. The mapping reveals several structural features of the field: publication volume increased since 2017, with the highest number of studies conducted in 2021. The most commonly used keyword is "Virtual Reality," and the majority of academic studies were carried out in the United States. The study analyzed 955 publications from the Web of Science database between 1999 and 2023.

The bibliometric analysis identifies a critical gap: the field is rich in conceptual and experimental work but thin on audience reception studies at scale. Most studies examine small groups of participants in laboratory settings; few examine how actual news audiences interact with VR journalism in naturalistic conditions. This gap means that many claims about VR journalism's effectivenessโ€”particularly the widely cited "empathy machine" hypothesisโ€”rest on limited empirical foundations.

Cross-National Barriers to Adoption

Erken and Brautovic (2025) examine VR journalism adoption through a cross-national lens, comparing Turkey and Croatia. The comparative design reveals that barriers to VR journalism are not purely technologicalโ€”they are economic, educational, and institutional.

In both countries, the primary barriers are financial (VR production costs significantly exceed traditional video), educational (journalism curricula do not adequately prepare graduates for immersive production), and institutional (newsroom structures are organized around text and video workflows). The cross-national comparison also reveals context-specific barriers: in Turkey, press freedom constraints limit the types of stories for which VR's immersive qualities would be most valuable, while in Croatia, market size limits the economic viability of high-cost VR production.

VR in State Media: The Values Question

Zhou (2024) examines a politically significant case: VR news production by China Central Television (CCTV). The study explores how news values and journalistic role performance manifest in VR formats produced by state media.

The findings raise important questions about the relationship between technology and editorial independence. VR's immersive qualities can serve either informational or propagandistic purposesโ€”placing a viewer inside a newly built infrastructure project creates a sense of national achievement, while placing them inside a protest creates a sense of social disorder. The editorial choice of what scenes to immerse the viewer in, from what perspective, and with what accompanying narration determines whether VR journalism serves democratic deliberation or state narrative construction.

VR Journalism Adoption Barriers

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Barrier CategorySpecific BarrierImpact LevelAddressability
EconomicProduction cost (5-10x traditional video)HighDeclining with technology maturation
AudienceSmall VR headset installed baseHighGrowing but slowly
EditorialFact-checking immersive environmentsHighRequires new standards
EthicalViewer manipulation through presenceHighRequires normative framework
EducationalCurriculum gaps in journalism schoolsModerateAddressable through training
InstitutionalNewsroom workflow incompatibilityModerateRequires organizational change
GeographicResearch and practice concentrated in Global NorthModerateRequires inclusive development

What To Watch

The most significant near-term shift is the migration of immersive journalism from dedicated VR headsets to smartphones and mixed-reality devices such as Apple Vision Pro and Meta Quest. This migration addresses the audience-size barrier by making immersive content accessible through devices people already own. Simultaneously, generative AI is beginning to enable the automated construction of 3D environments from 2D footage and text descriptions, potentially reducing production costs by an order of magnitude. The convergence of cheaper production and wider distribution could finally unlock the audience scale that VR journalism has neededโ€”but only if the editorial community resolves the fundamental questions about standards, ethics, and purpose that remain open.

References (4)

[1] Eskiadi, I.G. & Panagiotou, N. (2024). Embracing Immersive Journalism: Adoption and Integration by News Media Producers. Journalism and Media, 5(4), 93.
[2] Arik, M.A., Karaduman, M., Karaduman, S., et al. (2024). An examination of immersive journalism by bibliometric analysis from 1999 to 2023. Heliyon, 10(14), e34263.
[3] Erken, F. & Brautovic, M. (2025). A comparative analysis of opportunities and barriers for immersive journalism: Dissemination of innovations through VR in Turkey and Croatia. Visual Communication Quarterly, 32(1), 2466561.
[4] Zhou, Y. (2024). Navigating constraints: news values and journalistic role performance in Chinese state media VR news. Frontiers in Communication, 9, 1480659.

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