Deconstructing Immersion in the Experience Economy Framework for Immersive Dining Experiences through Mixed Reality
Abstract
:1. Introduction
2. Literature Review
2.1. Experience Economy Framework
2.2. Immersive Experiences in Food and Dining
3. Research Design
3.1. Stimulus Material
3.2. Participants
3.3. Research Design
3.3.1. Retrospective Think Aloud Protocol
3.3.2. Galvanic Skin Response (GSR)
3.3.3. Benefit of RTAP and GSR Data Triangulation
3.4. Data Analysis
4. Findings
4.1. Immersive Experience Facilitators across the Mixed Reality Experience
4.2. Redefining Empathic/Social Immersion
“When we entered the supermarket, I thought about this farm shop across from my parent’s house, which is at a farm, and they sell asparagus and strawberries and stuff like that.” (P20)
“And it’s like a situation everybody’s been in, at least like, I grew up in the country. Like, you’ve been on a farm, you’ve been to a store like this. The guy behind the counter, I know a guy like that quite well, so it was really easy to visualize yourself in this situation”(P8)
“And just the hearts coming off the cows head, I think that’s really good. So I know that the cows enjoying it in this simulation, whereas ‘m not just throwing something at him and he’s not reacting.” (P2)
“I really like the name Waffles. I kind of focused on the fact that he said he will look forward to it. Because he used ‘he’ and therefore humanized the calf. Instead of ‘it’.” (P5)
4.3. Consumer Choices
4.4. Embedding Curiosity in Content Design
“So you’re sort of wondering, but what would it be? I see veggies, I see bottles and different things. So what has he made instead?” (P15)
“It was actually the first time I use glasses like this. It was a new experience, but I actually liked it.” (P7)
4.5. The Role of Technology in Immersive Experiences
“That it was too much is just your first impression because you just you don’t know how the glasses work. I have never seen it before. So then the first Act is really too much. So when the first person, the owner of the shop, talked to you I was just more focused on. ‘Oh, my God, there is a shop. I see it in front of me. But now you’re getting used to. Okay, so I was talking to you. You have a scene and you can choose the options. Yeah. You’re just getting more used to it. So then it’s not too much.”(P16)
4.6. Narrative Design
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Author | Study | Type of Immersion | Sample and Method | Key Findings | Related Realms of the Experience Economy |
---|---|---|---|---|---|
10. Dionísio et al. (2013) | Testing Eat & Travel prototype solution in immersive CAVE setting | Spatial Social Narrative | Proof of concept | Immersive CAVE setup engages guests to interact and explore. Guests perceived to be immersed and sense of presence in the virtual environment. Guests have the desire to learn and share information about the food and destination. Meaningful connection can be established between guest and NPC (non-player character) | Escapist Entertainment |
35. Qvist et al. (2016) | Elevating the level of immersion in CAVE environments for location independent multisensory gastronomic services | Spatial | Proof of concept | Multisensory CAVE settings can be used to provide sensory and cognitive engagement in form of an immersive dining experience. | Escapist |
38. Sester et al. (2012) | Evaluate the effect of contextual stimuli through visual projections on drink choices | Spatial | Experimental study in two immersive bars (Study 1: N = 176; Study 2: N = 120) | Food behavior can be tested through immersive CAVE setups to test various contextual influences on food behavior | Escapist Esthetic |
46. Ung et al. (2018) | Use of VR to examine people’s real food choices | Spatial | Experimental study (N = 34) | VR is a suitable tool for researching people’s real food choice behavior | Escapist |
30. Perez et al. (2019) | Distributed Reality as innovative concept for creating immersive gastronomic experiences | Spatial | System evaluation study (N = 66) | Distributed Reality provides an innovative concept in hospitality and tourism to combine local and remote environments through VR | Escapist |
18. Harper et al. (2003) | Immersion approach to teach basic concepts of food science | Systems Social | Analysis of pre- and post-test results (N = 22) | Immersive, team-based teaching approach helps students recall basic concepts and acquire a broad knowledge base in food science | Educational |
13. Gilboy & Bill (2011) | Cultural immersion experience as educational method to increase cultural awareness and understanding | Systems Empathic Spatial | Content analysis on reflective participant journals (N = 16) | Cultural immersive experiences increase understanding of foreign cultures and can promote behavioral change post-experience | Escapist Educational |
4. Celikcan et al. (2018) | Immersive virtual environment for interactive food portion-size education | Spatial Systems | Usability test of the virtual environment | High detailed virtual environments through VR can be used for immersive educational purposes providing multisensory immediate feedback and high level of interaction | Escapist Educational |
36. Ranasinghe et al. (2016) | Use of electrical pulses and virtual overlays to create and modify Immersive taste experiences | Systems | Experimental study in laboratory setting | Technological modifications (virtual food and beverage ingredients) are able to change taste experiences in food and beverage consumption and generate immersive experiences | Esthetic |
Participant Code | Gender (M/F) | Country of Origin |
---|---|---|
P1 | F | The Netherlands |
P2 | F | Taiwan |
P3 | F | The Netherlands |
P4 | M | The Netherlands |
P5 | M | Germany |
P6 | M | The Netherlands |
P7 | F | The Netherlands |
P8 | M | The Netherlands |
P9 | F | India |
P10 | M | Germany |
P11 | F | The Netherlands |
P12 | F | The Netherlands |
P13 | M | Syria |
P14 | F | The Netherlands |
P15 | F | The Netherlands |
P16 | F | The Netherlands |
P17 | F | The Netherlands |
P18 | F | The Netherlands |
P19 | F | The Netherlands |
P20 | F | The Netherlands |
Systems Immersion | Spatial Immersion | Empathic/Social Immersion | Narrative/Sequential Immersion | |
---|---|---|---|---|
Codes | MR user experience | Personal context environment | Empathy through character narrative | Curiosity |
User Interaction (UI) | VE impression | Empathy through character narrative | Curiosity | |
Distraction through device interaction | Sustainability in VE | Personal context environment | Choice based on novelty | |
Empathy through character interaction | Intentional behavior through VE | Empathy through character narrative | Bewilderment of choice | |
VE impression | VE impression | Reflection on sustainability issues | Distraction through content narrative | |
MR user experience | choice based on personal context | Personal context environment | Personal context environment | |
MR user experience | Reflection on sustainability issues | Distraction through content narrative | Distraction through content narrative | |
MR user experience | Exclusive shopping experience | Intentional behavior through VE | Rational processing of narrative | |
MR user experience | Personal context environment | Intentional behavior through VE | Sustainability in narrative | |
VE impression | Distraction through content narrative | Rational processing of narrative | ||
VE impression | Personal context narrative | Rational processing of narrative | ||
MR User experience | Empathy through character interaction | Curiosity | ||
choice based on personal context | Reflection through narrative | Reflection on sustainability issues | ||
Experience evaluation | Intentional behavior through VE | Rational processing of narrative | ||
VE impression | Empathy through character interaction | Curiosity | ||
Distraction through content narrative | Distraction through content narrative | |||
Personal context narrative | Choice based on novelty | |||
Empathy through character narrative | choice based on personal context | |||
Intentional behavior through VE | Bewilderment of choice | |||
Personal context narrative | Interpretation of objects | |||
Reflection on sustainability issues | Curiosity | |||
Experience evaluation | Rational processing of narrative | |||
Reflection through narrative | ||||
Reflection on sustainability issues |
Immersive Experience Facilitator | Example Quote |
---|---|
Systems Immersion | “It was also really cool to have my first experience with VR. I did not have that already. The view was really clear and the audio also.” P3 |
Spatial Immersion | “It felt very realistic, surprisingly. There was a lot going on, I was looking around.” P4 |
Empathic/Social Immersion | “When he told me that it would make him really happy. I thought, ‘Oh, I would love to do make him even more happy.” P14 |
Narrative/Sequential Immersion | “So here I understood that by letting the cow live outside and more freely without being caged makes them not only happier but also just healthier. And that in turn also affects the food we eat that that the cow produces.” P2 |
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Han, D.-I.D.; Boerwinkel, M.; Haggis-Burridge, M.; Melissen, F. Deconstructing Immersion in the Experience Economy Framework for Immersive Dining Experiences through Mixed Reality. Foods 2022, 11, 3780. https://doi.org/10.3390/foods11233780
Han D-ID, Boerwinkel M, Haggis-Burridge M, Melissen F. Deconstructing Immersion in the Experience Economy Framework for Immersive Dining Experiences through Mixed Reality. Foods. 2022; 11(23):3780. https://doi.org/10.3390/foods11233780
Chicago/Turabian StyleHan, Dai-In Danny, Malu Boerwinkel, Mata Haggis-Burridge, and Frans Melissen. 2022. "Deconstructing Immersion in the Experience Economy Framework for Immersive Dining Experiences through Mixed Reality" Foods 11, no. 23: 3780. https://doi.org/10.3390/foods11233780