Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences
Abstract
1. Introduction
2. Literature Review
2.1. Theoretical Foundations of Virtual Reality and Immersion
2.2. Immersive Storytelling and Digital Museology
2.3. Applications of VR in Museum Practice
3. Immersive Storytelling Experience Research Framework
- Participant—where we are interested in the roles, identity, and agency of people participating, whether that be as audience, users, guests, etc.
- Process—where we are interested in the development of the story, and the experience and role of people who ‘tell’ and ‘make’ it, including both original ‘creator’ and others involved in its production.
- Creation—where we are interested in how the story is told amongst other things through space and the senses.
- Story—where we are interested in the properties of the story told and experienced.
4. Research Methods and Procedures
5. Results
5.1. Narrative Immersion and Empathetic Understanding
5.2. Sensory Interaction and Multisensory Coherence
5.3. Participant Agency, Collective Presence, and Audience Diversity
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Case Study | VR Project (Year) | Type of Experience | Main Narrative | Key Interaction and Sensory Features |
|---|---|---|---|---|
| Case 1 | Claude Monet: The Water Lily Obsession | 360° cinematic VR experience in-gallery | Monet’s life, perception, and creative process in Giverny | Spatial immersion; ambient sound; guided biographical narration. Still exhibited worldwide, considered a benchmark VR/art installation. |
| Case 2 | Mona Lisa: Beyond the Glass | 360° VR experience accompanying exhibition | Material, historical, and cultural context of the Mona Lisa | High-resolution 3D scans; close visual inspection; immersive audio. Continues to be cited as the Louvre’s flagship digital interpretation project. |
| Case 3 | The Museum of Other Realities | Multiplayer social VR museum | Exploration of VR-native artworks and abstract worlds | Free navigation; avatar interaction; exploration of 3D installations. Continues to operate with regular updates; widely used as a museum XR reference case. |
| Case 4 | We Live in an Ocean of Air | Location-based multi-user VR installation | Human–nature interdependence and environmental storytelling | Biometric sensors; free movement; real-time visualised body data. Continues to tour galleries and be analysed in museum studies research. |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Song, Z.; Evans, L. Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences. Information 2026, 17, 75. https://doi.org/10.3390/info17010075
Song Z, Evans L. Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences. Information. 2026; 17(1):75. https://doi.org/10.3390/info17010075
Chicago/Turabian StyleSong, Zhennuo, and Leighton Evans. 2026. "Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences" Information 17, no. 1: 75. https://doi.org/10.3390/info17010075
APA StyleSong, Z., & Evans, L. (2026). Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences. Information, 17(1), 75. https://doi.org/10.3390/info17010075

