Perceptions and experiences of virtual reality in public libraries

Negin Dahya, W. E. King, Kung Jin Lee, Jin Ha Lee

Research output: Contribution to journalArticlepeer-review

Abstract

Purpose: Virtual reality (VR) is becoming a more available technology including in public spaces like libraries. The value and role of VR as a tool for learning and social engagement are unclear. The purpose of this paper is to explore the ways in which library patrons and librarians perceive VR and experience VR through library drop-in programs. Design/methodology/approach: This paper is based on research conducted in seven Washington State Libraries where VR was adopted for drop-in programming for the first time. Data was collected between March and June 2018 and involved interviews with librarians and patrons, a patron user experience survey, and observational field notes from researchers on site during library programs. Findings: Findings are presented in relation to user perceptions of VR compared to their actual VR experiences, and in relation to informal learning and social engagements. The authors frame the analysis and discussion in relation to sociotechnical imaginaries – culturally situated ideas about the relationship between society and technology, and considering the larger cultural landscape that informs collective views about the present and future. Social implications: The paper discusses pending and potential inequalities related to gender, race and class in conversation with technology industry and VR. Issues discussed include unequal access to technology in public libraries and representation of minoritized groups in VR. Originality/value: This work takes a critical perspective considering the inequities in relation to mainstreaming VR through public spaces like libraries.

Original languageEnglish
Pages (from-to)617-637
Number of pages21
JournalJournal of Documentation
Volume77
Issue number3
DOIs
StatePublished - 8 Apr 2021

Keywords

  • Equity and technology
  • Informal learning
  • Library
  • Public spaces
  • Social engagement
  • Sociotechnical imaginary
  • Virtual reality

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