Immersive Journalism, a “New Frontier” of Information Experience?
PDF (English)
PDF (PT) (Português (Brasil))

Mots-clés

Immersive journalism
Media
Virtual reality
VR storytelling
Sense of presence

Comment citer

Toursel, A., & Philippe, U. (2019). Immersive Journalism, a “New Frontier” of Information Experience?. Brazilian Journalism Research, 15(2), 336–357. https://doi.org/10.25200/BJR.v15n2.2019.1230

Résumé

In this paper, we study how journalists use Virtual Reality (VR) technology which started off as a form of entertainment to produce new forms of interactive narratives. The paper presents the context of the emergence of this new form related to news reportings and to VR technology in the light of media history and visual culture. One of the main implications of immersive journalism consists in putting the viewer in an environment she/he can explore. It is often described as a sense of presence. We will focus mainly on the VR reporting The Fight for Falluja (2016) by Ben C. Solomon (The New York Times) to study this effect of presence, which is usually associated with entertainment, which becomes a distant presence here, modulated by the writing of the reporting, or by the VR narrative.

Neste paper, analisamos como os jornalistas usam a tecnologia da Realidade Virtual (RV), inicialmente introduzida como uma forma de entretenimento para produzir novas formas de narrativas interativas. O paper apresenta o contexto de emergência dessa forma de relato da reportagem jornalística e da realidade virtual, com base na história da mídia e da cultura visual. Uma das principais implicações do jornalismo imersivo consiste em colocar a/o usuária/o em um ambiente em que ela/ele possa explorar. Isso é frequentemente descrito como sentido de presença. Centralizaremos o nosso interesse particularmente na reportagem RV “The Fight for Falluja” (2016) por Ben C. Solomon (The New York Times) com o objetivo de estudar esse efeito de presença, usualmente associado ao entretenimento e que se torna uma presença próxima, modulada pela redação reportagem, ou pela narrativa RV.

En este artículo, estudiamos cómo los periodistas utilizan la tecnología de Realidad Virtual (RV), que comenzó como una forma de entretenimiento para producir nuevas formas de narrativas interactivas. El documento presenta el contexto de la aparición de esta nueva forma relacionada con la información periodística y la tecnología de la RV a la luz de la historia de los medios de comunicación y la cultura visual. Una de las principales implicaciones del periodismo inmersivo consiste en poner al espectador en un entorno que pueda explorar. A menudo se describe como un sentido de presencia. Nos centraremos principalmente en el reportaje de RV The Fight for Falluja (2016) de Ben C. Solomon (The New York Times) para estudiar este efecto de la presencia, que suele asociarse con el entretenimiento, que se convierte en una presencia distante aquí, modulada por la escritura del reportaje, o por la narrativa de la RV.
https://doi.org/10.25200/BJR.v15n2.2019.1230
PDF (English)
PDF (PT) (Português (Brasil))

Références

Agnes, Y. (2002). Manuel de journalisme. Ecrire pour le journal. La Découverte. Guide Grands Repères.

Aumont, J., & Marie, M. (2016). Dictionnaire théorique et critique du cinéma. Armand Colin.

Blanchard, G., Lamy, A., & Useille, P. (2011). Journalisme et jeux vidéo: un public en invention. Les Cahiers du Journalisme, n. 22/23, pp. 100-116. Retrieved from http://www.cahiersdujournalisme.net/pdf/22_23/07_BLANCHARD_LAMY_USEILLE.pdf

Bonfils, P., Collet, L., & Durampart, M. (2018). L’expérience vécue comme alternative à la question des usages numériques. In S. Leleu-Merviel, D. Schmitt & P. Useille (Eds.), De l’UXD au LivXD. Design des expériences de vie (pp. 109-126). ISTE Editions.

Brabant, S. (2012). Le reportage à la télévision. De la conception à la diffusion. CFPJ Editions.

Carnino, G. (2010). Les transformations de la technologie: du discours sur les techniques à la « techno-science », Romantisme, n. 150. Retrieved from https://www.cairn.info/revue-romantisme-2010-4-page-75.htm

De La Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomes, A., Spanlang, B., Friedman, D., Sanchez-Vives, M., & Slater, M. (2010). Immersive journalism: immersive Virtual Reality for the First-Person Experience of News. Presence, 19(4), pp. 291–301. Retrieved from https://www.mitpressjournals.org/doi/pdf/10.1162/PRES_a_00005

Deleuze, G., & Guattari, F. (2005). Qu’est-ce que la philosophie. Paris: Les Éditions de Minuit.

Doyle, P., & al. (2018). Viewing the future? Virtual Reality in Journalism. Knight Foundation. Retrieved from https://knightfoundation.org/reports/vrjournalism

Gantier, S., & Bolka-Tabary, L. (2011). L’expérience immersive du web documentaire: études de cas et pistes de réflexion. Les Cahiers du journalisme, n. 22/23 , pp. 118-133. Retrieved from http://www.cahiersdujournalisme.net/pdf/22_23/08_BOLKA_GANTIER.pdf

Garcia, T. (2016). La vie intense. Une obsession moderne. Paris: Autrement.

Gardies, R. (2007). Comprendre le cinéma et les images. Armand Colin.

Gaudreault, A., & Marion, P. (1994). Dieu est l’auteur des documentaires…. Cinémas. 4(2), pp. 11–26. https://doi.org/10.7202/031997ar

Gaudreault, A., & Jost, F. (1990). Le récit cinématographique. Armand Colin Cinéma.

Jost, F. (1987). L’œil-caméra: entre film et roman. Presses Universitaires de Lyon.

Karlin, B., Kim, H. T., Kelly, R., Blakley, J., Brenner, C., Riley, P. (2018). Does medium matter? Exploring the Role of Virtual Reality in Journalism. The Media Impact Project of the USC Annenberg Norman Lear Center. Avril 2018. Retrieved from http://www.mediaimpactproject.org/uploads/5/1/2/7/5127770/frontlinevrreport_final.pdf

Koci Hernandez, R., & Rue, J. (2016). The Principles of Multimedia journalism. Routledge.

Kool, H. (2016). The Ethics of Immersive Journalism: a rhetorical analysis of news storytelling with virtual realitytechnology. Intersect, vol. 9, n. 3. Retrieved from http://ojs.stanford.edu/ojs/index.php/intersect/article/view/871

Lamy, A., & Useille, P. (2012). Ecran vidéoludique et journalisme: vers de nouvelles pratiques informationnelles. In Lancien, T. (Ed.), Médiation Et Information - Ecran & Médias (pp. 121-131). Indexé AERES/CNU.

Le Breton, D. (2013). L’Adieu au corps. Ed. Paris: Anne-Marie Métailié.

Le Cam, F., & Ruellan, Denis. (2017). Émotions de journalistes. Sel et sens du métier. Grenoble: Presses universitaires de Grenoble.

Leleu-Merviel, S., Schmitt, D., & Useille, P. (2018). (Eds.) De l’UXD au LivXD. Design des expériences de vie. ISTE Editions.

Lister, M., Dovey, J., Giddings, S., Grant, I., Kelly, K. (2009). New media. A critical introduction. Second edition. Ed. Routledge.

Marion, P. (1997). Narratologie médiatique et médiagénie des récits. Recherches en communication, n. 7.

Markewich, S. (2018). “Virtual Reality: Going Beyond the Gimmick How Journalists Can Stay Ahead of the Game”. Medium.com. Retrieved from https://medium.com/journalism-trends-technologies/virtual-reality-going-beyond-the-gimmick-f9f3fbd88ca4

Martin, M. (2005). Les Grands Reporters. Les débuts du journalisme moderne. Paris: Louis Audibe

Martin, J.-C. (1996). L’image virtuelle. Essai sur la construction du monde. Paris: Kimé.

Mauco, O. (2011). La mise en jeu des informations: le cas du newsgame. Les Cahiers du journalisme, n. 22/23, pp. 84-99. Retrieved from http://www.cahiersdujournalisme.net/pdf/22_23/06_MAUCO.pdf

Mersh, D. (2018). Théorie des médias. Une introduction. Les Presses du Réel.

Meyor, C. (2007). Le sens et la valeur de l’approche phénoménologique. Recherches qualitatives, n. 4, pp. 103-118. Retrieved from http://www.recherche-qualitative.qc.ca/documents/files/revue/hors_serie/hors_serie_v4/meyor.pdf

Milk, C., & Arora, G. (2015). Clouds over Sidra [video file]. Retrieved from http://unvr.sdgactioncampaign.org/cloudsoversidra/

Niney, F. (2009). Le documentaire et ses faux-semblants. Klincksieck.

Norman, D. (1988). The Design of Every Day Things. Cambridge (MA): MIT Press.

Odin, R. (2011). Les espaces de communication. Introduction à la sémio-pragmatique. Presses Universitaires de Grenoble.

Prat, C. (2018, dec. 2nd). How 360 video can add value to journalism. Medium. Retrieved from https://medium.com/journalism360/how-360-video-can-add-value-to-journalism-227c461b9aca

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London, 364 (1535), pp. 3549 –3557. https://doi.org/10.1098/rstb.2009.0138

Solomon, B. C., & Pirog, J. (2016, 11.08). The Fight for Falluja [arquivo de vídeo]. Disponível em https://www.youtube.com/watch?v=_Ar0UkmID6s

Souriau, E. (1951). La Structure de l'univers filmique. In. Revue internationale de filmologie, n. 7-8.

Watson, Z. (2017). VR for News: The New Reality? Digital News Publications Reuters Institute, University of Oxford. Retrieved from

http://www.digitalnewsreport.org/publications/2017/vr-news-new-reality/#what-does-the-vr-newsroom-look-like-in-may-2017.

Weissberg, J.-L. (1999). Présences à distance. Déplacements virtuels et réseaux numériques: pourquoi nous ne croyons plus la télévision. L'Harmattan Communication.

Copyright for articles published in this journal is retained by the authors, with first publication rights granted to the journal. By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.

 

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.