Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough

Despite the potential use of digital storytelling with marginalised groups, there are few examples of its application in homelessness or examinations of co-creative relationships in this context. Along with digital storytelling, this research used immersive media (virtual reality and 360 degree vide...

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Main Authors: Holly Turpin, Rebecca Cain, Michael Wilson
Format: Article
Language:English
Published: MDPI AG 2024-01-01
Series:Social Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-0760/13/1/59
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author Holly Turpin
Rebecca Cain
Michael Wilson
author_facet Holly Turpin
Rebecca Cain
Michael Wilson
author_sort Holly Turpin
collection DOAJ
description Despite the potential use of digital storytelling with marginalised groups, there are few examples of its application in homelessness or examinations of co-creative relationships in this context. Along with digital storytelling, this research used immersive media (virtual reality and 360 degree video) to explore place-based social exclusion. In the feasibility study, with four doctoral researchers at Loughborough University as participants, immersive digital stories were co-created. The aim of this study was to understand how to create place-based immersive digital stories, through adapting existing digital storytelling methods and the co-creation of virtual reality, to inform best practices for future studies involving participants who have experienced homelessness. Participants created maps and empathy timelines, shared stories, recorded voiceovers and edited footage. The researcher facilitated this and recorded the 360-degree filmed footage. The final stories proved to explore place-based social exclusion. Co-creative relationships were found to be more significant between the researcher and individual participant than amongst the participants as a group. With immersive media, the researcher’s experience formed an active part of the finished pieces. Despite this, participants described their role as director, being ultimately in control. These findings will influence the methods that will be used in the future with those who have experienced homelessness in Loughborough. They also show how immersive media in digital storytelling can strengthen co-creation and acknowledge the researcher in the story.
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spelling doaj.art-ca895a5a746b4691ae46a028feef9a442024-01-26T18:29:13ZengMDPI AGSocial Sciences2076-07602024-01-011315910.3390/socsci13010059Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in LoughboroughHolly Turpin0Rebecca Cain1Michael Wilson2School of Design and Creative Arts, Loughborough University, Loughborough LE11 3TT, UKSchool of Design and Creative Arts, Loughborough University, Loughborough LE11 3TT, UKSchool of Design and Creative Arts, Loughborough University, Loughborough LE11 3TT, UKDespite the potential use of digital storytelling with marginalised groups, there are few examples of its application in homelessness or examinations of co-creative relationships in this context. Along with digital storytelling, this research used immersive media (virtual reality and 360 degree video) to explore place-based social exclusion. In the feasibility study, with four doctoral researchers at Loughborough University as participants, immersive digital stories were co-created. The aim of this study was to understand how to create place-based immersive digital stories, through adapting existing digital storytelling methods and the co-creation of virtual reality, to inform best practices for future studies involving participants who have experienced homelessness. Participants created maps and empathy timelines, shared stories, recorded voiceovers and edited footage. The researcher facilitated this and recorded the 360-degree filmed footage. The final stories proved to explore place-based social exclusion. Co-creative relationships were found to be more significant between the researcher and individual participant than amongst the participants as a group. With immersive media, the researcher’s experience formed an active part of the finished pieces. Despite this, participants described their role as director, being ultimately in control. These findings will influence the methods that will be used in the future with those who have experienced homelessness in Loughborough. They also show how immersive media in digital storytelling can strengthen co-creation and acknowledge the researcher in the story.https://www.mdpi.com/2076-0760/13/1/59digital storytellingimmersiveplace-basedurban spacecodesigncocreation
spellingShingle Holly Turpin
Rebecca Cain
Michael Wilson
Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough
Social Sciences
digital storytelling
immersive
place-based
urban space
codesign
cocreation
title Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough
title_full Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough
title_fullStr Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough
title_full_unstemmed Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough
title_short Towards a Co-Creative Immersive Digital Storytelling Methodology to Explore Experiences of Homelessness in Loughborough
title_sort towards a co creative immersive digital storytelling methodology to explore experiences of homelessness in loughborough
topic digital storytelling
immersive
place-based
urban space
codesign
cocreation
url https://www.mdpi.com/2076-0760/13/1/59
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AT michaelwilson towardsacocreativeimmersivedigitalstorytellingmethodologytoexploreexperiencesofhomelessnessinloughborough