Immersive Classic Literature with VR: A Study of Emotional and Thematic Engagement Through Embodied Cognition

This study investigates the use of immersive technology, specifically virtual reality (VR), to enhance audience interaction with classic literature. By transforming Henrik Ibsen's <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$A$</tex> Doll's House into an interactive VR experience using FrameVR, the study compares the effectiveness of VR and traditional videos in fostering emotional engagement, thematic understanding, and cultural reflection. Grounded in embodied cognition theory, the research posits that VR's immersive and interactive affordances enable deeper audience engagement with literary content by aligning cognitive processes with sensory and motor experiences. A quasi-experimental design was employed, with 84 participants divided into an experimental group (n=42) who engaged with the VR platform and a control group (n=42) who watched a traditional video. The analysis points out that the experimental group demonstrated higher emotional engagement (50% positive sentiments) and deeper thematic exploration (e.g., 71.4<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">%</sup> focus on gender inequality) compared to the control group. These findings highlight the potential of immersive technologies to redefine audience interaction with literary texts, fostering empathy, cultural awareness, and critical reflection. Moreover, the transformation of classic works of literature can demonstrate how immersive technologies reflect a practical model for the United Nations Sustainable Development Goals (SDGs), particularly in promoting inclusive and equitable education (SDG 4) and leveraging technology for diversity and inclusion (SDG 10). By bridging literature, technology, and cognitive science, this research contributes to the growing discourse on the role of immersive technologies in enhancing audience engagement and advancing global sustainability goals.

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Published
2025-04-13
DOI
https://doi.org/10.1109/wids-psu64963.2025.00062
Primary Topic
Virtual Reality Applications and Impacts
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article
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article

Immersive Classic Literature with VR: A Study of Emotional and Thematic Engagement Through Embodied Cognition

Amany Alkhayat, Hala Ismail
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Virtual Reality Applications and Impacts
article

Immersive Classic Literature with VR: A Study of Emotional and Thematic Engagement Through Embodied Cognition

Amany Alkhayat, Hala Ismail
article en

Abstract

This study investigates the use of immersive technology, specifically virtual reality (VR), to enhance audience interaction with classic literature. By transforming Henrik Ibsen's <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$A$</tex> Doll's House into an interactive VR experience using FrameVR, the study compares the effectiveness of VR and traditional videos in fostering emotional engagement, thematic understanding, and cultural reflection. Grounded in embodied cognition theory, the research posits that VR's immersive and interactive affordances enable deeper audience engagement with literary content by aligning cognitive processes with sensory and motor experiences. A quasi-experimental design was employed, with 84 participants divided into an experimental group (n=42) who engaged with the VR platform and a control group (n=42) who watched a traditional video. The analysis points out that the experimental group demonstrated higher emotional engagement (50% positive sentiments) and deeper thematic exploration (e.g., 71.4<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">%</sup> focus on gender inequality) compared to the control group. These findings highlight the potential of immersive technologies to redefine audience interaction with literary texts, fostering empathy, cultural awareness, and critical reflection. Moreover, the transformation of classic works of literature can demonstrate how immersive technologies reflect a practical model for the United Nations Sustainable Development Goals (SDGs), particularly in promoting inclusive and equitable education (SDG 4) and leveraging technology for diversity and inclusion (SDG 10). By bridging literature, technology, and cognitive science, this research contributes to the growing discourse on the role of immersive technologies in enhancing audience engagement and advancing global sustainability goals.

Prince Sultan University (SA), Columbia University (US)
Quality Education
Openalex Percentile: Top 89%
Virtual Reality Applications and Impacts
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