While live event experiences have become increasingly mediatized, the prevalence of ephemeral content and diverse forms of (semi)private communication in social media platforms have complicated the study of these mediatized experiences as an outsider. This article proposes an ethnographic approach to studying mediatized event experiences from the inside, carrying out participatory fieldwork in online and offline festival environments. I argue that this approach both stimulates ethical research behavior and provides unique insights into mediatized practices. To develop this argument, I apply the proposed methodology to examine how festival-goers perceive differences between public and private, permanent and ephemeral when sharing their live event experiences through social media platforms. Drawing on a substantial dataset containing online and offline participant observations, media diaries, and (short in situ and longer in-depth) interviews with 379 event-goers, this article demonstrates the value of an ethnographic approach for creating thick descriptions of mediatized behavior in digital platforms.
This chapter investigates the deeply mediatized experience of place and space within the lived practice of events by studying two annual Dutch cultural events as cases: Oerol Festival (2017) and 3FM Serious Request (2017). Drawing on substantial datasets containing online and offline participant observations, both short in situ interviews and longer in-depth interviews with a total of 248 interviewees and large datasets from Twitter and Instagram, this chapter demonstrates that media concurrently de-spatialize, in the sense that they diminish spatial borders and overcome distance, and affirm embodied experiences of being-in-place. I argue that it is liveness - the potential connection, through media, to events that matter to us as they unfold - that creates the closeness between the near and the far elements within the “eventsphere” and binds it all together into one event-space.
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Psychosocial problems related to social isolation are a growing issue for wellbeing and health and have become a significant societal problem. This is especially relevant for children and adults with chronic illnesses and disabilities, and those spending extended periods in hospitals or permanently living in assisted living facilities. A lack of social relationships, social connectivity, and the inability to travel freely leads to feelings of isolation and loneliness. Loneliness interventions often use mediated environments to improve the feeling of connectedness. It has been proven that the utilization of haptic technologies enhances realism and the sense of presence in both virtual environments and telepresence in physical places by allowing the user to experience interaction through the sense of touch. However, the technology application is mostly limited to the experiences of serious games in professional environments and for-entertainment-gaming. This project aims to explore how haptic technologies can support the storytelling of semi-scripted experiences in VR to improve participants’ sense of presence and, therefore, the feeling of connectedness. By designing and prototyping the experience, the project aims to obtain insights and offer a better understanding of designing haptic-technology-supported storytelling and its potential to improve connectedness and become a useful tool in isolation interventions. The project will be conducted through the process of participants’ co-creation.