Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships

New technologies open new possibilities to communicate with consumers. Virtual Reality (VR) creates an immersive environment using various content types, from audio to multisensory experiences. In this paper, we wanted to deepen understanding on different ways of sharing information in VR and Metaverse environments; how they are experienced and their effectiveness when different information sharing elements are present. We present the test results of the effect of selected aural and visual content types and their effectiveness in communicating sustainability-related themes to consumers.Combining the logged in-game data with the questionnaire answers, we found out that most players value text as least favourable content form to obtain information in VR environments. However, the learning outcome from text was on a par with the results from other content forms. The youngest age group showed a tendency to advance rapidly in the game, while prematurely quitting the game was observed most often within the eldest user segment. Overall results show a positive attitude towards the idea of presenting sustainability-related content in VR.

Authors

Publication Details

Journal
AHFE international
Published
2025-01-01
DOI
https://doi.org/10.54941/ahfe1006362
Primary Topic
Cruise Tourism Development and Management
Type
article
Field-Weighted Citation Impact
0.00
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article

Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships

Teijo Lehtonen, Kaisa Könnölä, Kaapo Seppälä, Markus Krusberg
AHFE international
Cruise Tourism Development and Management
article

Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships

Teijo Lehtonen, Kaisa Könnölä, Kaapo Seppälä, Markus Krusberg
article en

Abstract

New technologies open new possibilities to communicate with consumers. Virtual Reality (VR) creates an immersive environment using various content types, from audio to multisensory experiences. In this paper, we wanted to deepen understanding on different ways of sharing information in VR and Metaverse environments; how they are experienced and their effectiveness when different information sharing elements are present. We present the test results of the effect of selected aural and visual content types and their effectiveness in communicating sustainability-related themes to consumers.Combining the logged in-game data with the questionnaire answers, we found out that most players value text as least favourable content form to obtain information in VR environments. However, the learning outcome from text was on a par with the results from other content forms. The youngest age group showed a tendency to advance rapidly in the game, while prematurely quitting the game was observed most often within the eldest user segment. Overall results show a positive attitude towards the idea of presenting sustainability-related content in VR.

AHFE internationalVol. 175
Openalex Percentile: Top 84%
Cruise Tourism Development and Management
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Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships — Teijo Lehtonen, Kaisa Könnölä, et al. · AHFE international (2025) | TGRS Research Map | TGRS