Immersive Final Report

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Download the report directly here: Immersive Final Report

Virtual and augmented reality technologies have moved from being regarded as esoteric technological curiosities to being increasingly considered a part of everyday life. While these technologies have not yet enjoyed complete mass adoption and while these technologies are still rapidly developing, there already exists a range of both consumer and business facing products and services that use these technologies to great effect. Even through VR technologies have existed for decades, the current wave of virtual reality (VR) enthusiasm was prominently sparked by the successful Kickstarter campaign for the Oculus Rift device in 2012 (acquired by Facebook in 2014). For many consumers, their first taste of augmented reality (AR) came as a smartphone game experience when Pokémon GO was released in 2016.

Throughout industries and fields, these mixed reality technologies have been received with a lot of both warranted and unwarranted positive expectations, however yet there has still existed a lot of uncertainty as to why and under which circumstances both individuals and organizations would adopt these technologies and as to what new functionalities and possibilities these technologies could ultimately afford.

This is why the Gamification Group/Tampere University and its industry partners initiated the IMMERSIVE -project, funded by Business Finland (project number 5479/31/2017).

The IMMERSIVE-project investigated how organizations can successfully adopt and utilize virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies. The project focuses especially on questions such as how and why do people use and consume VR/AR/MR media content and how can companies be supported in their utilization and adoption of these technologies. The IMMERSIVE-project examines the multifaceted VR/AR/MR phenomenon with a wide set of methodologies and thus produces rich, effortlessly adaptable knowledge on the topic.

We have a limited number of physical copies available, so if you would like a copy for your company or university library, get in touch with us at either max.sjoblom@gmail.com or gamificationgrp@gmail.com.

Cite this report as:

Sjöblom, M. (Ed.), Hamari, J. (Ed.), Jylhä, H. (Ed.), Bujić, M., Buruk, O. T., Hassan, L., Holopainen, J., Nummenmaa, T., & Salminen, M. (2019). Immersive: Final Report. Tampere University.

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