This article explores user immersion and engagement in interactive virtual reality (VR) content as a continual shift between attention and distraction. Unlike traditional discussions of VR immersion, which often emphasize complete presence or flow, interactive VR storytelling engages users in a dynamic process that stimulates both attention and distraction. The prevailing discourse on VR immersion focuses on presence—where users feel transported to another space—or flow, a deep state of focus with minimal awareness of the real world. However, interactive VR films and animations, especially in the realm of VR art, feature complex narratives and user interactions that, combined with gaming elements, challenge these established frameworks. This study suggests that immersion progresses through varying levels of engagement, where users alternate between attention and distraction, rather than experiencing a continuous, uninterrupted flow. The study also examines the relevance of Walter Benjamin’s concept of “reception in distraction” to these experiences. Using the interactive VR animation From the Main Square as a case study, user experiences are analyzed through in-depth interviews with participants. Ultimately, exploring the in-betweenness of attention and distraction shifts in user immersion is expected to broaden the understanding of user experiences in interactive VR content with gaming elements and contribute to the design and conception of storytelling and interaction in such content.
Saehae Chung is an assistant professor at Korea University of Media Arts since 2022, specializing in immersive media arts and design. She holds a BFA from Hongik University (2007), an MFA from Purchase College, SUNY (2011), and a second MFA (2014) and DFA (2020) from Yonsei University. Starting her career in traditional 2D media, she has since expanded into digital media, including video, performance, and immersive VR. Her research interests include Contemporary Art, Art & Technology.