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Wrapped in Anansi’s Web: Unweaving the Impacts of
Generative-AI Personalization and VR Immersion in Oral
Storytelling
Ka Hei Carrie Lau
Technical University of Munich
Munich, Germany
carrie.lau@tum.de
Bhada Yun
University of California, Berkeley
Berkeley, California, USA
bhadayun@berkeley.edu
Efe Bozkir
Samuel Saruba
Technical University of Munich
Munich, Germany
ge36sev@mytum.de
Enkelejda Kasneci
Technical University of Munich
Munich, Germany
efe.bozkir@tum.de
Technical University of Munich
Munich, Germany
enkelejda.kasneci@tum.de
Abstract
Oral traditions, vital to cultural identity, are losing relevance among
youth due to the dominance of modern media. This study addresses
the revitalization of these traditions by reconnecting young people
with folklore. We introduce Anansi the Spider VR, a novel virtual
space that combines first-person virtual reality (VR) with generative artificial intelligence (Gen-AI)-driven narrative personalization.
This space immerses users in the story of Anansi the Spider, empowering them to influence the narrative by envisioning themselves
as the protagonists, thereby enhancing personal reflection. In a
2 × 2 between-subjects study with 48 participants, we employed a
mixed-method approach to measure user engagement and changes
in interest, complemented by semi-structured interviews providing qualitative insights into personalization and immersion. Our
results indicate that personalization in VR significantly enhances
engagement and cultural interest. We recommend that future studies using VR and Gen-AI to revitalize oral storytelling, maintain
cultural integrity, and involve cultural communities to ensure authentic, respectful narratives.
CCS Concepts
• Human-centered computing → User studies; Empirical studies in interaction design; • Applied computing → Interactive
learning environments; Arts and humanities; • Computing
methodologies → Intelligent agents.
Keywords
VR, Gen-AI, Intangible Cultural Heritage, Education
ACM Reference Format:
Ka Hei Carrie Lau, Bhada Yun, Samuel Saruba, Efe Bozkir, and Enkelejda Kasneci. 2025. Wrapped in Anansi’s Web: Unweaving the Impacts of
Generative-AI Personalization and VR Immersion in Oral Storytelling. In
This work is licensed under a Creative Commons
Attribution-NonCommercial-NoDerivs International 4.0 License.
AHs ’25, Masdar City, Abu Dhabi, United Arab Emirates
© 2025 Copyright held by the owner/author(s).
ACM ISBN 979-8-4007-1566-2/25/03
https://doi.org/10.1145/3745900.3746103
312
The Augmented Humans International Conference 2025 (AHs ’25), March 16–
20, 2025, Masdar City, Abu Dhabi, United Arab Emirates. ACM, New York,
NY, USA, 21 pages. https://doi.org/10.1145/3745900.3746103
1
Introduction
“Folklore at its best addresses both tradition and innovation and shows how constancy and change are
interlinked in the dynamic process of civilization.” Wolfgang Mieder, 1987 [51]
Folklore embodies the balance of tradition and innovation, intertwining constancy and change in the evolution of civilization [51].
This is particularly true of oral traditions, which UNESCO classifies
as a crucial aspect of intangible cultural heritage (ICH), describing
them as “living expressions” passed down through generations via
storytelling, music, and shared practices [79, 94, 95]. Oral traditions play a vital role in bridging the past and present, conveying
knowledge, values, and beliefs while shaping worldviews through
myths, fables, and folklore [17, 56, 89]. Vansina [99] highlights their
importance in enabling societies without written records to reconstruct their history. Despite their cultural significance, the fluid
and undocumented nature of oral traditions makes them vulnerable to distortion or loss. Challenges such as colonial legacies [39],
globalization [45], and declining interest among younger generations [70, 89] further heighten this vulnerability. These factors
underscore the need for innovative strategies to preserve and revitalize oral traditions as traditional methods struggle to remain
relevant in the digital age.
Traditionally, oral traditions were passed down by storytellers
who served as cultural guardians, conveying values and knowledge through vivid, participatory narratives [63, 92]. However,
the decline in successors and erosion of traditional practices have
weakened their transmission [92]. While projects like Digital Folklore [50] and Folk-Computing [8] have digitized narratives for
global access, they often reduce oral traditions to static formats,
failing to capture their dynamic and performative essence [32].
This limitation is particularly evident for younger, tech-savvy audiences who expect immersive and interactive experiences [15, 70, 86].
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
Lau et al.
Throughout history, oral traditions have adapted to new mediums, maintaining their relevance across evolving cultural landscapes [50, 79, 99]. Unlike prior studies that focus solely on VR immersion or static narrative personalization, our research addresses
this challenge by reimagining oral traditions as immersive, firstperson experiences. By integrating the sensory engagement of
virtual reality (VR) with the real-time adaptability of generative
artificial intelligence (Gen-AI) powered by ChatGPT, our approach
fosters cultural reflection while bridging generational and cultural
divides, making traditional narratives more relatable and engaging
for modern audiences.
Gen-AI and VR now serve as transformative tools to extend these
traditions from specific cultural communities to global audiences.
VR fosters a sense of embodiment, enabling users to deeply immerse
themselves in culturally rich narratives [58, 62, 75, 76, 91], while
Gen-AI dynamically adapts narratives in real-time, offering personalized and resonant storytelling experiences [24, 91, 108]. Together,
these technologies broaden the reach and appeal of oral traditions
by making narratives more interactive and relatable [13, 34, 55, 74].
By combining Gen-AI and VR, our work demonstrates how oral
traditions can extend beyond their origins to engage audiences
from diverse cultural backgrounds. This approach not only revitalizes traditional storytelling but also fosters cultural exchange,
ensuring these narratives remain relevant in a rapidly digitizing
and interconnected world [11, 26, 102].
In this exploratory study, we investigate how VR and Gen-AI
may contribute to revitalizing storytelling through the example
of Anansi the Spider. Central to Akan traditions, Anansi’s narratives feature themes of kingship, storytelling, and resilience, with
the character often depicted as a resourceful trickster and sage
figure [20, 47, 67, 98]. Historically, these tales also served as symbols of resistance during the transatlantic slave trade, particularly
in Afro-Caribbean communities [35, 48]. Given the enduring relevance of Anansi’s stories, they offer a suitable case for exploring
how emerging technologies can preserve and modernize oral traditions. Accordingly, our research addresses the following questions
(RQs):
• RQ1: How does Gen-AI-driven personalization affect user
engagement and interest in cultural learning among younger
audiences during storytelling experiences?
• RQ2: How does VR immersion influence user engagement
and interest in cultural learning among younger audiences
during storytelling experiences?
• RQ3: How do personalization and immersion together enhance user engagement and interest in cultural learning,
thereby supporting the transmission of oral traditions to
younger audiences?
To answer our RQs, we conducted a 2 × 2 between-subjects design with 48 participants to evaluate the combination of Gen-AI
and VR, specifically focusing on the effects of interaction medium
(VR vs. Non-VR) and personalized content (Personalized vs. NonPersonalized) on folklore transmission. To the best of our knowledge, this is the first study to explore how the integration of VR
immersion and Gen-AI personalization can dynamically adapt and
enhance the transmission of culturally significant oral traditions.
313
Our findings demonstrate that VR significantly enhances engagement and interest in cultural learning, while Gen-AI personalization
fosters deeper narrative connections. Semi-structured interviews
further highlight how personalized VR storytelling enhances immersion and fosters deeper reflection on the story. The contributions
of this paper are fourfold and as follows:
System We introduce a novel VR experience of Anansi the
Spider1 , blending immersive storytelling with Gen-AI personalization to preserve and modernize oral traditions.
Conceptual We propose a framework integrating traditional
storytelling with adaptive Gen-AI, using modular prompting
for culturally authentic NPC behaviors.
Empirical A mixed-methods study shows that VR immersion
boosts engagement, while Gen-AI personalization fosters
self-reflection and cultural connection.
Mapping We present a thematic model (Immersion, Personalization, Engagement, Reflection, Cultural Relevance, Technological Intervention), illustrating how VR and Gen-AI enhance cultural storytelling and inform future research.
2
Related Work
In this section, we examine the evolution of narrative technology
and the digitalization of oral traditions. First, we explore Gen-AI’s
advancements in narrative personalization. Second, we discuss
VR’s role in preserving oral traditions and transitioning from static
archives to immersive platforms. Finally, we highlight the contributions and limitations of these technologies and their combined
potential for creating adaptive, culturally resonant storytelling experiences.
2.1
Gen-AI for Personalized Narrative
Experiences
Narrative technologies have evolved from basic understanding and
generation to now narrative intelligence, where AI can craft, tell,
and respond to stories [74]. Early systems, such as the Script Applier Mechanism (SAM) and Plan Applier Mechanism (PAM) [78],
focused on interpreting narratives through predefined scripts and
plans. Tools like the Storytelling Agent Generation Environment
(SAGE) [93] and ‘Scheherazade’ [41] introduced personalized storytelling and paved the way for interactive narrative design. Advancements in natural language processing (NLP) later enabled
systems like ‘Mimisbrunnur’ [84] to assist authors in creating story
outlines via AI planning, showcasing new adaptability in narrative creation. However, these earlier systems were often limited by
static responses, constrained narrative flexibility, and reliance on
predefined heuristics.
One key challenge in interactive storytelling is the narrative paradox. The idea of balancing user agency in shaping the story while
maintaining a coherent, pre-authored plot [4, 75, 91]. Murray [54]
defines user agency as “the satisfying power to take meaningful
action and see the results of our decisions and choices.” Recent
advances in Gen-AI, such as OpenAI’s GPT-4, address previous
limitations by offering context-aware, real-time storytelling [105].
1 https://youtu.be/_jiXVDvB_60?si=s2okXFvdocF9OFWg, last accessed on 19 Novem-
ber 2024
Gen-AI Personalization and VR Immersion in Oral Storytelling
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
However, challenges like factual inaccuracies and cultural bias persist [25, 72]. Projects like Turing Quest [24] and NarrativePlay [108]
demonstrate the potential of Gen-AI in gamified storytelling, using
augmented reality markers and role-playing narratives to enhance
interactivity. However, these projects largely focus on fictional scenarios and fall short when adapting to culturally rich oral traditions
that aim to educate and preserve cultural authenticity.
In contrast, our research leverages Gen-AI to provide personalized responses, maintaining the original plot while fostering cocreative storytelling. This approach addresses the narrative paradox
by balancing user agency with narrative coherence and preserving
the relational and performative essence of oral traditions. By making storytelling adaptive, relatable, and culturally grounded, our
work addresses RQ1.
2.2
VR for Revitalizing Oral Traditions in the
Digital Era
Technological advancements have transformed how we preserve
oral traditions, moving from static archives to immersive platforms.
Early tools, such as metadata schemas [44] and interactive systems like ‘i-balls’ [8], improved documentation and facilitated copresent interaction, yet lacked the immersive settings and narrative
complexity needed to capture the cultural depth and performative
essence of oral storytelling. Younger audiences increasingly prefer
interactive, visually rich formats, highlighting the need for more
engaging approaches [2, 96]. Recognizing this demand, research
such as ‘narrative storyliving’ [97] explores how immersive environments deepen engagement by enabling participants to actively
contribute to the narrative.
VR immersion shows potential for enhancing user agency in a
way that fosters cultural appreciation and deeper engagement. VRbased cultural educational projects have demonstrated that flexible,
user-centered adaptations can enrich cultural literacy [2], crosscultural understanding [1] and learning traditional knowledge [87],
underscoring the importance of responsiveness in immersive cultural experiences. For example, ‘The Book of Distance’ [62] combines historical narratives with interactive storytelling to evoke
empathy, but its linear structure limits adaptability. Similarly, ‘The
First-Person VR System’ [58] immerses users in folklore through
voice and gesture yet lacks the adaptive personalization needed for
diverse audiences.
Our work builds on these efforts by integrating dynamic VR environments with real-time Gen-AI personalization. This combination
responds to users’ actions within the immersive space, delivering
context-aware storytelling. Unlike prior approaches that rely on
static cultural representations, purely immersive settings, or linear
narratives, our approach emphasizes the performative aspects of
oral traditions. By enabling real-time adaptation, we enhance user
engagement and cultural appreciation, addressing RQ2.
2.3
Combining Gen-AI and VR for Culturally
Adaptive Storytelling
Kenderdine et al. [36] introduced the concept of embodied museography, emphasizing immersion, interaction, and participation in
digitizing ICH. Similarly, Pollock [69] highlights the dynamic and
co-creative nature of oral traditions, where storytelling emerges
314
through the interplay of teller, audience, and context. These insights underscore the importance of combining immersive digital
affordances with the relational qualities of oral traditions to create culturally adaptive storytelling experiences. Building on this
foundation, our work integrates VR and Gen-AI to preserve oral
traditions while enhancing their relevance for culturally diverse
audiences. Despite their independent potential in real-time personalization and immersive storytelling, the combined use of Gen-AI
and VR for revitalizing oral traditions remains underexplored.
Recent studies, such as Hirzle et al. [30] and Bozkir et al. [9], have
explored the intersection of AI and extended reality (XR) for personalized cultural experiences. While applications like revitalizing
traditional sports [40] and dance [66] showcase the potential of AIdriven VR, they primarily focus on usability, offering limited insight
into cultural impact. The Baba Yaga project [19], which adapts Eastern European folklore in immersive environments, represents one
of the closest parallels to our research. However, it lacks user-driven
voice input to interactively shape narratives, a key innovation of
our work. Additionally, the project does not empirically evaluate
how immersive storytelling fosters deeper cultural engagement,
highlighting a gap that our study aims to address.
To bridge these gaps, we adopt a mixed-methods approach, combining semi-structured interviews and quantitative surveys to evaluate user engagement and cultural appreciation, drawing on Bahng
et al.’s reflexive dimensions [5]. This strategy fosters user reflection within immersive storytelling contexts and builds on prior
work that emphasizes the role of qualitative methods in exploring the broader implications of emerging technologies [29, 49]. By
prioritizing cultural sensitivity and user perspectives, we ensure
responsible, impactful applications that measure both technological
effectiveness and cultural significance, addressing RQ3. Furthermore, introducing voice-enabled interactions and modular Gen-AI
prompting for real-time narrative adaptation offers a participatory
approach to immersive storytelling. In doing so, this integration
bridges the gap between technological innovation and cultural
preservation, advancing responsible and meaningful applications
of emerging technologies.
3
Methods
This study explores the use of Gen-AI and VR technologies as tools
for cultural preservation and engagement, focusing on Ghanaian
Anansi folktales. To achieve this goal, we designed a user study,
approved by the Institutional Review Board (IRB) of Technical University of Munich, and evaluated it through our prototype, Anansi
the Spider VR. The prototype features a Gen-AI-driven NPC, Onini,
enabling participants to interactively shape the traditional tale. The
study compares personalized versus non-personalized story versions delivered through VR and non-VR mediums, evaluating their
effects on user engagement, reflection, and cultural understanding.
This section provides an overview of the technical implementation
of Anansi the Spider VR, apparatus, user study design, procedures,
participants, measures, and analyses.
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
3.1
Lau et al.
Technical Implementation of Anansi the
Spider VR
The background of this VR narrative experience is inspired by the
Anansi tales, specifically adapted from the story How it came about
that the Sky God’s stories came to be known as “Spider-stories” [73],
participants take a first-person perspective, joining Anansi in capturing Onini, the Python, to obtain the stories of the world from the
Sky God Nyame. The narrative is streamlined for the VR medium
and study constraints while preserving its core themes.
Central to this VR experience is Gen-AI, which enables natural,
personalized interactions with NPCs, particularly with Onini, the
Python. Gen-AI refers to systems capable of producing new content,
such as text, speech, or images, based on training data [18]. Here,
the VR system leverages multiple Gen-AI models to bring the NPCs
to life. OpenAI’s Whisper [59] is used for speech-to-text (STT) conversion, transcribing the player’s spoken input. Then, ChatGPT,
powered by GPT-4 [61], generates a contextual response, impersonating the NPC, based on the player’s input. ElevenLabs [60] is used
throughout the experience to dynamically generate the voices of
the NPCs. Together, these technologies allow the NPCs to respond
in real-time. We presented the system architecture in Figure 1. Each
interaction begins with a 5-second recording window, followed by
processing times ranging from 2 to 7 seconds. Latency primarily
arises from ChatGPT’s response generation and ElevenLabs’ voice
synthesis, varying with response length and complexity.
To ensure narrative consistency and personalized engagement,
we employ advanced prompt engineering techniques. Building
on reusable patterns for ChatGPT [101], the system assigns roles
to ChatGPT (e.g., Onini, the Python) using modular prompts inspired by role-prompting and chain-of-thought reasoning [77, 101].
Prompts are divided into five distinct sections, general instructions,
character attributes, state descriptions, scene context, and script instructions, shown in Table 1, allowing dynamic adjustments based
on game states. During runtime, these sections are combined and
updated in real-time, then sent along with the player’s message as
input to ChatGPT. This design ensures NPCs remain coherent with
their personalities and adapt seamlessly to player interactions.
3.2
Apparatus
The study utilized a Varjo VR-3 (Model HS-6) head-mounted display
(HMD) powered by a GeForce RTX 4080, Intel Core i7-13700K, and
32 GB of RAM, achieving 90 frames per second. Interaction in
the VR condition was facilitated by HTC Vive Controller 2.0 and
Steam VR Base Station 2.0, using Unity’s XR Interaction Toolkit, as
depicted in Figure 2a. The non-VR setup, illustrated in Figure 2b,
included a Schenker desktop with similar specifications, a Dell
P2314T monitor (1920 × 1080 resolution), and a Creative Fatal1ty
HS-800 Gaming Headset covering a standard frequency range from
20Hz to 20kHz. This setup enhanced overall immersiveness by
delivering clear audio that complemented the visual quality.
The VR game was developed in Unity 2021.3.33f1 LTS using the
Universal Render Pipeline (URP) for optimized performance. Assets
were sourced from the Unity Asset Store, TurboSquid, CGTrader,
and Sketchfab, including the “Tropical Forest Pack” [85] Anansi’s
spider body [16], Onini the Python [81], and Nyame, depicted by
an Ashanti moon mask [82]. Custom elements, such as Anansi’s
315
Figure 1: System architecture of the Player-NPC interaction
model. Player speech is converted to text using Whisper,
and GPT-4 generates dynamic NPC responses. The orange
arrows represent communication between Whisper, GPT-4,
and ElevenLabs, which processes player input and converts
responses into speech. ElevenLabs handles both dynamic and
pre-scripted text-to-speech outputs for NPCs.
Table 1: NPC Prompting Techniques in the VR Storytelling
Experience.
Instruction
Description
Example
General instructions
Defines NPC role
and behavior.
You are a character in an
Anansi folklore VR game.
Respond in character.
Character attributes
Specifies NPC personality and traits.
You are Onini, the prideful
python from Anansi folklore.
State description
Provides game state
based on player actions.
The player placed a bamboo beside you, challenging
your boast.
Scene context
Defines the setting
where interaction
occurs.
You are coiled around a tree
stump in a jungle clearing
in Ghana.
Script instructions
NPC responses and
scripted actions.
Stay coiled until persuaded,
then proclaim: Behold the
longest snake in Ghana!”
mask and clay huts, were modeled in Blender specifically for this
project.
ChatGPT integration for dialogue was implemented using an
unofficial OpenAI Unity package [83], enabling dynamic interactions and Whisper services for STT. Eleven Labs, a Gen-AI-powered
voice synthesis tool, provided text-to-speech (TTS) synthesis via
an API [88].
3.3
User Study Design
We designed a 2 × 2 between-subjects experiment resulting in four
conditions: Non-VR Non-Personalized (NVNP) (control), NonVR Personalized (NVP), VR Non-Personalized (VNP), and VR
Gen-AI Personalization and VR Immersion in Oral Storytelling
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
(a) Participant using the Varjo (b) Non-VR setup with Creative
VR-3 headset with HTC Vive con- Fatal1ty Headset, Schenker i7trollers for the VR condition.
13700K RTX 4080 desktop, and
Dell P2314T monitor.
Figure 3: Interaction with Onini in the VR environment,
where participants use Speech-to-Text options to persuade
Onini to stretch alongside a bamboo stick, as part of their
task in the ‘Anansi the Spider VR’ narrative.
Figure 2: Experimental setup for VR and Non-VR conditions.
Personalized (VP). The two independent variables were personalization (Personalized vs. Non-Personalized) and interaction
medium (VR vs. Non-VR). A total of 48 participants (𝑛 = 48) were
randomly assigned across these four conditions (𝑛 = 12 each).
3.3.1 Personalization. In this research, we apply “personalization”
by tailoring story content, such as character references, names, and
key dialogue lines, to each participant. In the Personalized conditions, the narrative explicitly addressed participants using their
chosen name and pronouns, and ChatGPT (acting as Onini) generated real-time dialogue in response to their negotiation attempts.
Figure 9 (in the Appendix) illustrates this interaction with three
user-generated narrations. In contrast, the Non-Personalized conditions referred to a generic character, “Anokye” (a common Akan
name), and used only third-person references with pre-scripted
dialogues. All conditions followed the same core story structure as
shown in Figure 4, ensuring consistent plot progression and key
events while permitting minor content adaptations (e.g., negotiation) in the personalized versions.
3.3.2 Interaction Medium. To understand the effect of VR, participants in the VR conditions (VNP, VP) experienced the narrative in
an immersive environment as shown in Figures 3 and 4, where they
could walk around, interact with objects, and negotiate directly with
Onini. In VR Personalized (VP), ChatGPT dynamically responded
to a participant’s unique input and used their name in dialogue. In
contrast, VR Non-Personalized (VNP) used the same interactive mechanics but referred only to “Anokye” and employed pre-scripted
dialogue. In the Non-VR conditions (NVNP, NVP), participants
progressed through a slide-based interface as shown in Figure 2b
with audio narration. They could still advance through the story,
and their interactions were pre-scripted chat elements generated by
ChatGPT beforehand due to the nature of the interaction medium.
Thus, NVP included each participant’s name and minor adaptive
text, whereas NVNP retained only generic references to “Anokye.”
316
Figure 4: Interactive Narrative Path in ‘Anansi the Spider VR’:
Figure illustrates the five key stages of the VR narrative. Participants start their journey at Stage 1 in the village, walking
along a jungle path to Stage 2 where they meet Anansi, climb
Anansi’s web at Stage 3 to receive tasks from the Sky God,
search for Onini at Stage 4, and conclude the experience at
Stage 5.
3.4
Procedures
Each session lasted ≈ 50 minutes, with 30 minutes allocated for
briefing, experimentation, and post-assessment, and an additional
20 minutes for semi-structured interviews. Data collection took
place in a controlled laboratory setting. Eligible participants were
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
Lau et al.
pre-screened based on assessment criteria and invited to take part.
Upon arrival, participants were briefed on the research goals and
signed informed consent forms, they were informed that they could
withdraw at any time if they experienced motion sickness.
Following a height calibration step, which is crucial for tasks
requiring precise spatial awareness in the VR environment [31, 104],
participants received a five-minute tutorial covering VR navigation,
NPC interactions, and object manipulation. The experiment began
after this preparatory phase. During VR sessions, interaction data
were automatically recorded in Unity, capturing metrics such as
completion time, NPC interactions, and spatial coordinates. VR
sessions concluded when participants clicked the “Exit” button
after successfully capturing Onini and returning it to the Sky God,
while non-VR sessions concluded with a video fade-out, indicating
the end of the experience.
After the experience, participants completed a post-assessment
questionnaire measuring engagement, story comprehension, and
changes in cultural appreciation. Semi-structured interviews were
conducted with a select group of 20 participants (saturation point),
chosen from each of the four experimental conditions.
3.5
Participants
A total of 48 participants, aged 22 to 46 years (𝑀 = 26.75, 𝑆𝐷 = 4.66),
including 25 males and 23 females, were recruited from a university student population. A pre-assessment questionnaire measured
familiarity with digital storytelling (𝑀 = 3.55, 𝑆𝐷 = 0.98), VR
(𝑀 = 2.83, 𝑆𝐷 = 1.00), oral traditions (𝑀 = 2.63, 𝑆𝐷 = 0.94),
African culture (𝑀 = 1.58, 𝑆𝐷 = 0.84), and interest in other cultures (𝑀 = 3.63, 𝑆𝐷 = 1.00), as shown in Appendix Table 4. The
demographic variance was consistent across the experimental conditions, ensuring a balanced representation in the study. Eligibility
required participants to be over 18, fluent in English, and have
normal or corrected vision. Those reporting severe motion sickness were excluded. Each participant received a €10 voucher for
participation.
Semi-structured interviews were conducted with 20 participants
from the original sample of 48. We recruited volunteers from each
of the four experimental conditions to ensure coverage of different
experiences. Interviews were conducted incrementally until data
saturation was reached, e.g., when no substantially new insights
or themes emerged, drawing on qualitative research principles
from Longhurst [43], Hennink and Kaiser [28], and Adams [3]. Table 2 provides demographic details of the interviewed participants.
These interviews explored personal reflections on the experience,
perceived immersion, and emotional impacts, complementing the
quantitative findings.
3.6
Measures
We conducted a post-assessment to measure participants’ user engagement using the User Engagement Scale and their responses
to a cultural interest questionnaire. Interaction log data were also
collected during the VR experiment, including gameplay duration,
conversation logs with Onini, and walking distance.
The User Engagement Scale Long Form (UES-LF) [65] was used
to measure the dependent variables: Focused Attention (FA),
Perceived Usability (PU), Aesthetic Appeal (AE), and Reward
317
(RW). The scale consists of 30 items rated from 1 (not at all) to 5
(very much), with randomized questions and reverse coding applied
to minimize response bias. Details of the UES-LF items used in this
study are provided in Table 6 in the Appendix. The UES-LF was
selected for its validated reliability across diverse digital contexts [7,
46, 57] and its ability to capture multiple dimensions of engagement,
distinguishing it from tools focused solely on user satisfaction.
To evaluate the impact of personalization and medium differences on cultural interests, we conducted a pre-assessment to collect
data on participants’ cultural backgrounds and prior exposure to
storytelling technologies, including familiarity with VR, as shown
in Appendix Table 5. A self-designed cultural interest questionnaire, consisting of five Likert-scale questions rated from 1 (not at
all interested) to 5 (very much interested), was used to measure
changes in attitudes toward cultural learning and curiosity. The
specific questions are presented in Table 7 in the Appendix. This
approach aligns with prior research [21, 38, 107], which highlights
the importance of assessing cultural impact on user knowledge,
emotional engagement, and connection to content.
3.7
Analysis
3.7.1 Quantitative Data. Statistical analyses were conducted using
Python 3.12.5 [71]. Due to violations of normality and homogeneity of variance, the Kruskal-Wallis test was applied to both UES
and Cultural Interest scores, with significant findings leading to
post-hoc Mann-Whitney U tests adjusted using Bonferroni corrections. For Cultural Interest scores, the Holm-Bonferroni method,
a less conservative alternative, was used to account for multiple
comparisons. To further explore the relationships between user
engagement and cultural interest, ordinal logistic regression (OLR)
analysis was conducted. The Brant test was employed to assess
the proportional odds assumption [10], with results indicating no
significant violations (𝑝 > 0.05), confirming the suitability of OLR
for this dataset. Odds ratios, along with confidence intervals, were
reported to quantify the effects of UES scores on various cultural
interest outcomes.
3.7.2 Qualitative Data. Qualitative data from the interviews were
recorded, transcribed, and analyzed thematically following the
methodologies of Braun and Clarke [12] and Campbell et al. [14],
resulting in the thematic map shown in Figure 7. To ensure reliability, Cohen’s kappa was calculated for inter-rater reliability
between two coders who categorized 269 items into six categories:
Immersion, Personalization, Engagement, Reflection, Culture, and
Technological Intervention. The kappa score of 0.72, indicating substantial agreement (0.61 to 0.80) as per Viera and Garrett [100] and
Eagan et al. [22], supports the consistency and validity of the coding
process. Additionally, acknowledging the cultural-technical context of ‘Anansi the Spider VR,’ a positionality statement addressing
the author’s race, ethnicity, and potential affinities is provided in
Appendix B. This mixed-method approach offered a comprehensive
understanding of the relationship between user engagement and
the personalized, immersive environments explored in this study.
Gen-AI Personalization and VR Immersion in Oral Storytelling
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Table 2: Summary of Participant Demographics from Semi-Structured Interviews.
4
ID
Gender
Age
Cultural Background
VR Experience
Occupation
VP1
VP2
VP3
VP4
VP5
VP6
VP7
VP8
VP9
VP10
VNP1
VNP2
VNP3
VNP4
VNP5
VNP6
NVP1
NVP2
NVNP1
NVNP2
Female
Female
Male
Female
Female
Male
Female
Female
Male
Male
Male
Male
Female
Male
Male
Female
Male
Female
Male
Female
26
23
25
28
29
24
25
23
26
26
22
35
25
24
27
24
31
25
28
24
Indian
Turkish
Indian
Peruvian
Uzbek
Chinese
Romanian
Indian, German
Brazilian, German
Ghanaian, German
Russian
Kenyan
Turkish
Vietnamese, American
Indian
Peruvian
Indian
Uzbek
Indian
Italian, German
Moderately familiar
Very familiar
Slightly familiar
Slightly familiar
Moderately familiar
Very familiar
Slightly familiar
Slightly familiar
Slightly familiar
Moderately familiar
Very familiar
Very familiar
Moderately familiar
Moderately familiar
Very familiar
Moderately familiar
Moderately familiar
Moderately familiar
Very familiar
Slightly familiar
Accountant
EdTech Researcher
Network Planner
Consultant
Manager
VR Engineer
Software Engineer
Sustainability Consultant
Electrical Engineer
Business Developer
Entrepreneur
Manager
Kindergarten Teacher
ML Engineer
Aerospace Engineer
Student
Product Manager
Student
Manager
Student
Results
The following sections detail the findings from both the quantitative
analysis and the qualitative thematic analysis to comprehensively
explore how Gen-AI and VR can enrich cultural storytelling.
4.1
User Engagement Scale (UES-LF) and
Participant Interview
Our quantitative analysis used the User Engagement Scale Long
Form (UES-LF) [65] to evaluate four dimensions of engagement:
Focused Attention (FA), Perceived Usability (PU), Aesthetic Appeal
(AE), and Reward (RW).
Figure 5 shows significant differences in UES scores across conditions (𝑋 2 = 298.59, 𝑝 < .001). Post-hoc analyses with MannWhitney U tests and Bonferroni corrections highlighted the benefits
of personalization, particularly in non-VR settings. Both VR conditions (VP and VNP) outperformed non-VR conditions in FA, AE, and
RW (𝑝 < .001). For example, in FA, VP (𝑀 = 3.98, 𝑆𝐷 = 0.96) and
VNP (𝑀 = 4.05, 𝑆𝐷 = 1.04) scored significantly higher than NVNP
(𝑀 = 2.46, 𝑆𝐷 = 1.26). Similarly, in AE, VP (𝑀 = 4.23, 𝑆𝐷 = 0.91)
and VNP (𝑀 = 4.40, 𝑆𝐷 = 0.64) outperformed NVNP (𝑀 = 2.52,
𝑆𝐷 = 1.38).
In the PU dimension, both VR conditions showed significant
advantages. VP (𝑀 = 3.80, 𝑆𝐷 = 1.03) and VNP (𝑀 = 3.93, 𝑆𝐷 =
1.17) outperformed NVNP (𝑀 = 3.02, 𝑆𝐷 = 1.35; 𝑝 = .0013, 𝑈 =
3094; 𝑝 < .001, 𝑈 = 2838, respectively). Interestingly, NVP (𝑀 =
3.75, 𝑆𝐷 = 1.27) also scored higher than NVNP (𝑝 = .0041, 𝑈 =
3196), though it did not differ significantly from VNP (𝑝 = 1.00,
𝑈 = 4244). These results suggest that VR enhances usability and
personalization may amplify these effects.
In VR settings, qualitative feedback from semi-structured interviews revealed the impact of personalization, which was not
318
fully captured by quantitative results. Participants in VP and VNP
conditions provided contrasting experiences. Participant VNP1 remarked, “I would like it more if I was the real character.” In contrast,
participant VP1 stated, “Having the name makes you feel like you
are really a part and more absorbed into the storytelling experience.” Personalized NPC narration also reduced confusion during
gameplay. Participant VNP2 noted, “I wish the NPCs were more
personalized to guide me when I was stuck.” Meanwhile, participant VP2 observed, “If the narrator didn’t say my name, I might
have been confused about whether it was talking to me.” These
insights demonstrate that personalization can be perceived within
VR experiences and seamlessly integrated into the narrative.
4.2
Cultural Interest
A Cultural Interest Survey was developed to assess differences in
cultural engagement, changes in interest, and the applicability of
the system to other traditional folklore across different countries.
Figure 6 presents the Kruskal-Wallis test revealed significant
differences in the scores of five individual cultural interest questions
across the conditions (𝑋 2 = 52.34, 𝑝 < .001). Subsequent posthoc pairwise comparisons, conducted using the Mann-Whitney
U test with Benjamini-Hochberg correction for multiple testing,
are depicted in Figure 6. The results indicated consistent superior
performance by VR conditions.
For “Interest in Ghanaian Culture,” significant differences were
observed between VP (𝑀 = 4.08, 𝑆𝐷 = 0.79) and NVNP (𝑀 = 2.67,
𝑆𝐷 = 1.37, 𝑝 = .013, 𝑈 = 29.5), and between VNP (𝑀 = 4.08,
𝑆𝐷 = 0.79) and NVNP (𝑝 = .013, 𝑈 = 29.5). No other significant
differences were noted in this category.
For “Relevance of Anansi Story,” VP (𝑀 = 4.58, 𝑆𝐷 = 0.51)
demonstrated stronger significance compared to NVNP (𝑀 = 3.17,
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Response Score
Kruskal-Wallis Test: X² = 298.59, p < .001, ² = 0.21
****
****
****
****
****
****
****
****
**
****
**
*
****
****
****
****
5
4
3
2
Conditions
NVNP
NVP
VNP
VP
1
FA
(Focused Attention)
PU
(Perceived Usability)
AE
(Aesthetic Appeal)
Factor Groups
RW
(Reward)
Figure 5: User Engagement Scores Across Different Experimental Conditions (NVNP, NVP, VNP, and VP). Each Factor Group
represents a set of related items, with details available in Appendix Table 6. Responses were rated on a Likert scale from 1
(Strongly Disagree) to 5 (Strongly Agree). Significance levels are indicated by *, **, ***, and ****, corresponding to 𝑝 < .05, 𝑝 < .01,
𝑝 < .001, and 𝑝 < .0001, respectively.
𝑆𝐷 = 1.34, 𝑝 = .004, 𝑈 = 24.5) than VNP (𝑀 = 4.42, 𝑆𝐷 = 0.67,
𝑝 = .013, 𝑈 = 30.5).
For “Interest in African Folklore,” both VP (𝑀 = 3.83, 𝑆𝐷 = 0.94)
and VNP (𝑀 = 3.83, 𝑆𝐷 = 1.19) were significantly higher than
NVNP (𝑀 = 2.42, 𝑆𝐷 = 1.08, 𝑝 = .005, 𝑈 = 24.5 for VP and
𝑝 = .008, 𝑈 = 26.5 for VNP).
In the category of “Interest in Other Anansi Characters,” VP (𝑀 =
4.50, 𝑆𝐷 = 0.67) was significantly higher than NVNP (𝑀 = 3.00,
𝑆𝐷 = 1.48, 𝑝 = .008, 𝑈 = 27.5).
For “Interest in Exploring Other Folklore,” significant differences
were found for VP (𝑀 = 4.83, 𝑆𝐷 = 0.39) compared to NVNP
(𝑀 = 2.92, 𝑆𝐷 = 1.51, 𝑝 = .002, 𝑈 = 22.0), and VNP (𝑀 = 4.50,
𝑆𝐷 = 0.80) compared to NVNP (𝑝 = .009, 𝑈 = 29.0).
No significant differences were found between VP and VNP or
between NVP and NVNP, indicating that personalization within VR
or non-VR mediums did not significantly impact cultural interest
metrics in this study.
The qualitative insights further highlight these findings, illustrating how personalization makes cultural narratives more relatable
for individuals from diverse backgrounds. Participant VP6 commented, “I think African stories are very far away from me. But
this game made them so close to me. So I was more interested, even
though I am not usually.” This statement highlights the potential
of using personalized narratives in VR to bridge cultural gaps and
enhance engagement. Similarly, Participant NVP2 reflected, “After
the story, I thought to myself: Wow, there are many things about
Africa I need to learn about. I will also tell my niece and nephew
about this story,” underscoring the potential of personalized content
to extend cultural exchange beyond the virtual experience.
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4.3
The Relationship Between UES and Cultural
Interest
An Ordinal Logistic Regression (OLR) analysis was conducted to examine the relationship between total User Engagement Scale (UES)
scores and various cultural interest outcomes. Results, presented in
Table 3, show that higher UES scores significantly predicted greater
cultural interest across all measures. For interest in Ghanaian
culture, a one-unit increase in UES score increased the odds by
approximately eight times (OR = 7.78, 𝑝 < 0.001). Similarly, higher
UES scores were associated with a 5-fold increase in the likelihood
of finding the Anansi story relevant (OR = 4.88, 𝑝 = 0.001). Interest in African folklore was strongly predicted by UES scores
(OR = 10.15, 𝑝 < 0.001), as was interest in other Anansi characters (OR = 13.98, 𝑝 < 0.001). Finally, engagement scores also
significantly predicted a nearly 20-fold increase in interest in exploring other folklore (OR = 19.96, 𝑝 < 0.001).
4.4
Qualitative Findings
Based on thematic analysis, six key themes emerged: Immersion,
Personalization, Engagement, Reflection, Cultural Relevance,
and Technological Intervention. These themes delineate how VR
and Gen-AI influenced participants’ experiences, providing insights
into how immersion and personalization shaped their engagement
and understanding of oral storytelling through the Anansi the Spider VR experience. Detailed descriptions of the key themes and subthemes identified are provided in Appendix Tables 10, 11, 12, 13, 14,
and 15.
Gen-AI Personalization and VR Immersion in Oral Storytelling
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Response Score
Kruskal-Wallis Test: X² = 52.34, p < .001, ² = 0.21
5
4
3
2
1
*
*
*
**
**
**
**
**
**
**
Conditions
NVNP
NVP
VNP
VP
Interest in
Ghanaian Culture
Relevance of
Anansi Story
Interest in
African Folklore
Interest in
Interest in
Other Anansi Characters Exploring Other Folklore
Cultural Interest Questions
Figure 6: Interest Scores Across Different Experimental Conditions in African Folklore and Cultural Learning (NVNP, NVP,
VNP, and VP). See Appendix Table 7 for a summary of the Cultural Interest Questionnaire items and the Likert scale used.
Responses were rated on a Likert scale from 1 (Not Interested at All) to 5 (Very Interested). Significance levels are indicated by *,
**, ***, and ****, corresponding to 𝑝 < .05, 𝑝 < .01, 𝑝 < .001, and 𝑝 < .0001, respectively.
Table 3: Results of the Ordinal Logistic Regression analysis with Total UES Score as the predictor for different cultural interest
outcomes.
Model Summary
Predictor: Total UES Score
Interest in Ghanaian Culture
Relevance of Anansi Story
Interest in African Folklore
Interest in Other Anansi Characters
Interest in Exploring Other Folklore
n = 48
Estimate
Std. Error
t-value
p-value
Odds Ratio (95% CI)
2.051
1.586
2.317
2.639
2.996
0.478
0.464
0.500
0.558
0.625
4.293
3.420
4.638
4.727
4.795
<0.001
0.001
<0.001
<0.001
<0.001
7.78 (2.46, 24.57)
4.88 (1.94, 12.27)
10.15 (3.63, 28.36)
13.98 (4.50, 43.42)
19.96 (5.36, 74.35)
4.4.1 Immersion. Participants highlighted how VR created a vivid
and lifelike environment, enhancing their sense of presence. VNP5
remarked, “I just lost track of time and completely felt the surroundings. Like, I was completely immersed in the jungle.” Similarly, VP1
shared, “When I had to walk through and there were trees, I was
bending my head because I felt like they were going to hit me.”
The physical sensations of VR also reinforced this realism. VNP3
described, “When I was on top of the mountain, I actually felt a
strange, tickling feeling on my feet.” Emotional responses, such as
fear and anxiety, further anchored participants in the narrative.
4.4.2 Personalization. Personalization strengthened participants’
connection to the story by tailoring interactions to their identities.
VP4 shared, “Hearing my name during the experience made it feel
as though it was designed just for me.” VP5 noted, “It pronounced
my name correctly, which made the story feel personal and gave me
a sense of being the main character.” VP6’s experience underscored
the familiarity dimension of personalization, stating, “It felt like I
was chatting with my friends or someone who really knows me.”
In contrast, non-personalized conditions resulted in detachment.
VNP2 explained, “I wish the NPCs were more personalized. They
would be much more relevant if they could guide me when I’m
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stuck.” NVNP1 remarked, “I don’t find the story engaging, there
are also many strange names of the characters that I have never
come across before.”
4.4.3 Engagement. Participants identified interactivity, active agency,
and aesthetic appeal as pivotal factors enhancing their engagement
in the Anansi the Spider VR experience.
“Games and stories are typically set in stone once
told. However, VR experiences are valuable because
they showcase how different choices can lead to varied outcomes, illustrating the real-life impact of our
decisions.” (VP10)
VP4 shared that the interactive nature of the experience made
them feel more engaged: “The interaction made me feel more engaged, I was so curious I wished I could interact with everything,
though it wasn’t possible... I wanted to explore every part of the
world.”
Aesthetic appeal also contributed to engagement. VP5 remarked,
“The music and sounds were captivating, the sound of the waterfall
felt incredibly real, enhancing my enjoyment.” Similarly, VP1 noted,
The visuals were engaging and appealing. “From the beginning,
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think before acting, and you have to make smart moves. The snake
is very strong, but you can be stronger with your intelligence.”
In the VNP condition, participants also reflected on similar themes
but often described them in broader terms. VNP2 remarked, “As
a university student in a foreign culture, this story reinforced the
importance of relying on intelligence over brute strength, emphasizing its enduring moral relevance.” VNP3 added, “After a tough
day at work with hierarchical challenges, tonight’s VR experience
was enlightening. It showed me that strength does not matter if
you have a good strategy.”
Cultural and religious reflections also varied between conditions. In the VP condition, some participants tied the narrative to
their family traditions or personal beliefs. For instance, VP4 noted,
“Coming from a Catholic background, it reminded me of David and
Goliath. My grandfather used to tell it to me like a fairy tale.” Participants in the VNP condition shared broader cultural connections.
VNP6 explained, “My family used to tell me stories, and they come
from different cities, so they would tell me stories and show me
pictures.” These reflections illustrate how participants in different
conditions connected the story’s themes to their own lives.
Figure 7: The Role of VR and Gen-AI in Enhancing Understanding and Appreciation of African Culture: This thematic
map illustrates how VR and Gen-AI influence immersion,
personalization, and engagement, deepening reflection and
fostering appreciation, while enriching understanding and
interest in African culture.
it felt like you were really there. The trees and mountains were
somewhat intimidating, adding to the interactivity.”
Participants also described the experience as requiring less effort
to stay engaged compared to traditional storytelling formats. As
VP4 explained, “Engaging with VR required less effort compared to
traditional oral storytelling or watching a movie, and my interest
grew much more easily.”
The combination of interactivity and aesthetic appeal supported
participants’ engagement, offering a dynamic alternative to traditional storytelling formats.
4.4.4 Reflection. Participants connected the story’s themes to their
own lives, drawing parallels between the narrative and personal experiences. These reflections are categorized into four areas: personal
experience, daily life situations, cultural and religious connections,
and moral lessons and awareness, as shown in Figure 8.
Participants in the VP condition frequently described a stronger
sense of involvement due to personalized interactions. For example,
VP7 shared, “The story reminds me of recent job-seeking efforts
where I personalized applications only for positions I truly wanted
and mass-sent the others.” Similarly, VP5 reflected, “You have to
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Figure 8: Table of participant reflections categorized by
themes: Personal Experience, Daily Life Situations, Cultural
and Religious Connections, and Moral Lessons and Awareness. Each category is accompanied by relevant quotes from
participants, illustrating the impact of VR and personalization on their perception and engagement with the narrative.
4.4.5 Cultural Relevance. Participants highlighted how the immersive storytelling experience deepened their understanding of
African folklore and oral traditions, making them more relatable.
VNP5 remarked, “I appreciate all cultures and find it fascinating
to see how different cultures differ in so many activities but share
common values of life. It was nice to learn the characters that were
represented, like the sky god and the spider.” Similarly, VNP3 noted
similarities with their own heritage, stating, “About African culture: I learned that animals represent some emotions and authority
figures, and want to share a moral through animal figures. It is also
like this in my culture, Turkish culture, because animals were there
Gen-AI Personalization and VR Immersion in Oral Storytelling
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
before humans. They use animals to explain something bigger in
the story.”
The experience also prompted reflections on the broader significance of oral storytelling. VP8 shared, “Growing up, every time
my family members would say a word which we don’t know, they
always had a story behind it, so they have to tell us a story to show
us what it actually means and why it’s still relevant today.”
4.4.6 Technological Intervention. Participants appreciated how VR
and AI made cultural narratives engaging and accessible. VNP6
shared, “This was more interesting than previous VR experiences
because I was learning about a new culture.” VP8 highlighted how
these technologies appeal to younger, digitally savvy audiences,
noting, “The generation right now and the generation which is
coming would be more interested in AI and VR because they are
already playing games, have mobile phones, etc. It is a way to make
them understand their culture.”
Participants also valued how these technologies foster understanding and appreciation for other traditions. VP5 emphasized
their ability to simulate cultural experiences, making them more
relatable. However, VP10 expressed concerns about losing the communal essence of oral storytelling, noting, “Wish the story had
started with like a group setting, to then maybe seeing someone
that could be my mother... Which story would you like to hear
today?”
These insights highlight how VR and AI together create immersive and meaningful storytelling experiences, while also revealing
opportunities to preserve traditional communal aspects.
5
Discussion
In this study, we explored the impact of Gen-AI personalization and
VR immersion on oral storytelling through a mixed-method user
study (𝑛 = 48), focusing on user engagement and cultural learning.
We discuss the results in three directions, examining the individual
impacts of VR and Gen-AI, their combined role in rekindling cultural
heritage interest, and providing design recommendations to balance
authenticity with innovation.
5.1
Impact of Personalization
Addressing RQ1, our findings reveal that personalization significantly enhanced user engagement in non-VR conditions, as evidenced by higher PU and RW scores in personalized settings. Qualitative feedback suggests that the integration of personalization,
such as name recognition, not only fostered a stronger sense of
agency and emotional connection but also added a sense of narrative familiarity as if shared by a close friend. This aligns with
prior research showing that correct name pronunciation can enhance users’ perceptions and engagement, demonstrating the role
of personalization in deepening user-agent connections [37].
In contrast, non-personalized conditions were often associated
with confusion and detachment. However, the subtler impact of personalization in VR conditions may reflect the overshadowing effect
of VR’s sensory immersion, as highlighted in prior studies [23, 52].
This underscores the need to optimize personalization in immersive
contexts, ensuring it complements rather than competes with VR’s
immersive qualities. Additionally, while latency (2–7 seconds) for
AI-driven responses was within acceptable ranges for real-time
322
interactions, participants did not perceive this as a hindrance to immersion or flow. Future iterations could focus on further reducing
response times to enhance fluidity and maintain seamless storytelling experiences. These findings suggest that personalization can
modernize traditional narratives, making them more relatable and
engaging for younger audiences.
5.2
Role of VR Immersion
Addressing RQ2, VR consistently outperformed non-VR conditions
across all engagement dimensions (FA, AE, RW) and cultural interest measures, including interest in exploring other folklore and the
relevance of the Anansi story. These findings highlight VR’s ability
to evoke curiosity and appreciation for cultural narratives.
Qualitative insights supported these results, with participants
noting how VR’s sensory and interactive elements transformed
traditional storytelling. They emphasized lifelike environments and
decision-making opportunities as key factors in creating a dynamic
connection to the story. These findings align with prior research
on VR’s capacity to enhance emotional engagement and cultural
learning [68, 90, 106].
For oral storytelling, VR provides a unique medium to bridge
generational and cultural gaps by presenting traditional narratives
in formats that resonate with digital-native audiences. The combination of immersive environments and interactive storytelling
holds significant potential for modernizing oral traditions.
5.3
Gen-AI and VR for Oral Storytelling
Understanding and Preservation
Our findings demonstrate the potential of VR immersion and GenAI personalization in supporting the understanding and transmission of oral storytelling traditions. We answer RQ3 by (1) fostering
connections to oral storytelling traditions and (2) revitalizing these
narratives in the digital era to engage younger audiences.
5.3.1 Connection to Oral Storytelling. The integration of VR immersion and Gen-AI personalization bridges cultural gaps, fostering
deeper connections and reflections on traditional oral storytelling.
Traditional narratives often struggle to resonate with diverse audiences due to their detachment from individual cultural contexts [6].
Our findings demonstrate that AI-powered personalization, through
features like name recognition and adaptive dialogue, helps make
these stories more inclusive and relatable. Participants from diverse cultural backgrounds reported stronger connections to the
narratives, effectively addressing this critique.
Participants reflected on how these tales resonated with their
personal experiences and daily lives, as illustrated in Figure 8. GenAI personalization complemented VR by immersing participants
in the story’s moral and cultural dimensions, transforming them
from passive listeners into active contributors. Notably, Anansi’s
role in the experience shifted from the original tale’s storyteller to
a facilitated narrative guide, with participants becoming the ones
who collected these tales. This change allowed participants to envision themselves as the “Hero of the Day,” aligning with research
on “storification,” which emphasizes how first-person engagement
deepens emotional resonance, responsibility, and cultural understanding [4, 42].
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While this narrative shift enhances user engagement and relatability, it raises important questions about preserving the authenticity of the original folklore. Balancing such interactivity with
cultural integrity is critical and is further explored in the design
recommendations section.
5.3.2 Revitalizing Oral Storytelling in the Digital Era. Our findings
illustrate how VR and Gen-AI foster shared cultural understanding
for younger audiences. While VR emphasizes individual immersion,
participants expressed a strong desire to share the Anansi tale with
family members, highlighting storytelling’s intergenerational role
in cultural transmission. Gen-AI enhances this by tailoring narratives to participants’ identities, fostering cross-cultural appreciation
through shared symbols like animal metaphors, as mentioned during interviews.
For participants from immigrant backgrounds, such as VP10, a
second-generation Ghanaian living in Germany, these technologies
offered a powerful reconnection with cultural roots. VP10 reflected
on their limited exposure to cultural narratives growing up and
emphasized the importance of incorporating communal elements
into immersive storytelling. They envisioned features like multiplayer modes and group settings to evoke the shared atmosphere
of traditional storytelling:
“It would be better if there were multiplayer scenes
where we can be together, like a co-op experience.”
(VP10)
These insights highlight the potential of VR and Gen-AI to preserve and adapt oral storytelling for younger, digitally native audiences. Traditional oral storytelling methods often struggle to
engage second-generation individuals disconnected from their heritage or audiences from other cultural backgrounds unfamiliar with
these narratives. VR offers vivid, immediate access to historically
and culturally rich stories, while personalized AI provides context,
making these tales more relatable to diverse cultural audiences.
Together, these technologies address the challenge of making traditional narratives resonate with modern users by bridging gaps in
understanding and adapting cultural stories for younger audiences.
VP10 also articulated the long-term potential of these technologies for integrating traditional storytelling into future familial practices:
“Unfortunately, I did not have as much cultural transmission as I would have loved to have had, which I
am trying to make up by reading books, etc., about
my own culture. But probably, definitely, for me in
the future, these stories are going to be a core part for
my family.” (VP10)
5.4
Design Recommendations for Cultural
Preservation and Transmission
Combining our findings and prior literature, we propose two design
recommendations for personalized VR interventions that balance
cultural authenticity with fostering cultural reflection and transmission.
5.4.1 Maintain Story Authenticity in Interactive Narrative Structures.
When designing immersive narratives based on oral traditions, it is
crucial to balance innovation with preserving the core structure of
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the story. Modern audiences expect interactivity in VR experiences,
but these elements should not distort the cultural meaning of the
original narrative. In the ‘Anansi the Spider VR’ experience, participants appreciated the balance between personalization and staying
true to the original narrative. VP4 commented, “I like when stories
are like, you have A and B, and regardless of A or B, the outcome
is the same,” expressing a preference for choices that maintain the
story’s core outcome. Similarly, VP9 emphasized the importance of
preserving the original tale, noting that while it is normal to make
changes, it is crucial not to alter the story too much to ensure it
can still be passed on in its authentic form.
The narrative model we used, referred to as a “yo-yo” structure [27], allowed participants to explore alternative branches while
always returning to the main plot. This model preserves cohesion
while enabling meaningful interaction. Future immersive storytelling approaches can adopt similar methods to maintain structural
integrity while supporting user-driven interaction.
5.4.2 Align VR Experiences with Cultural Origins and Context. VR
experiences should reflect the cultural context of oral traditions,
which often emerge from communal settings like storytelling around
a campfire. VP8 emphasized authenticity, suggesting that visuals should first depict how the story begins before transitioning
into the narrative. Grounding users in these cultural and historical roots is crucial. Jones [33] research warns that VR’s visual
capabilities may bias storytelling, potentially overshadowing core
messages. To counter this, stories must be carefully introduced
and framed within culturally significant settings. Following UNESCO ICH guidelines [94], creators can collaborate with cultural
custodians such as elders, historians, and storytellers to ensure environments, symbols, and narrative choices remain faithful to the
tradition’s narratives. Such collaboration helps maintain authenticity, acknowledges local expertise, and respects the intellectual
property of source communities. While modern technology enables
interactivity and personalization, designers must prioritize cultural
integrity by preserving key moments, settings, and values that have
long been transmitted through face-to-face interaction to ensure
these immersive experiences stay true to their original context.
6
Limitations and Future Work
The discussion highlights key findings that help drive future research in oral storytelling. While this study has certain limitations,
they are outlined below to guide more comprehensive evaluations
in future work.
First, the quantitative results demonstrated limited sensitivity,
with high UES scores in VR conditions suggesting a potential ceiling
effect that may have masked subtle differences between personalized and non-personalized experiences. While semi-structured
interviews provided richer insights, they lacked real-time data on
participants’ emotional and cognitive processes during the experience. Future research could address this by employing think-aloud
methods during VR sessions [80], enabling participants to articulate
their thoughts in real-time. Although these methods may disrupt
immersion [103], guided reflections at key narrative moments could
uncover hidden dynamics of VR and AI-enhanced storytelling, offering deeper insights into user experiences.
Gen-AI Personalization and VR Immersion in Oral Storytelling
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Second, the modest sample size (𝑛 = 48) and limited diversity
of participants in terms of age range and educational backgrounds
constrain the generalizability of the findings. While the statistical assumptions for OLR were met, the modest sample size and
participant homogeneity require careful interpretation of the results, particularly when extrapolating to broader or more diverse
populations. Furthermore, the limited sample size may reduce the
power of the analysis to detect subtle effects. Although this study
is exploratory and not intended for broad generalization, it offers
valuable insights into how emerging technologies can enhance cultural engagement. Future studies could address these limitations
by recruiting larger, more diverse participant pools, potentially
through partnerships with public cultural institutions. Such efforts
would improve inclusivity, strengthen the validity of the findings,
and help determine the extent to which these approaches may be
adapted for different cultural contexts.
Third, the individual-focused nature of VR and Gen-AI in this
study diverges from the communal essence of traditional oral storytelling. Participants, such as VP10 and VP8, highlighted the importance of incorporating group settings like storytelling around a
campfire to better reflect the shared atmosphere of oral traditions.
While this research did not directly involve cultural custodians or
local communities in the design process, future work will prioritize
collaboration with these stakeholders to ensure authenticity and respect for the cultural origins of these narratives. By aligning closely
with traditional practices and exploring co-op storytelling experiences, future research can foster shared cultural connections across
generations and diverse backgrounds, addressing both ethical considerations and the richness of communal storytelling traditions.
Finally, as emphasized by Otero-Pailos [64], rethinking heritage
conservation methods is critical. Collaborations with museums
and cultural institutions could position VR and Gen-AI as participatory tools, transforming preservation from an expert-led to a
community-driven process. This study, illustrated in Appendix Figure 9, demonstrates how digital storytelling fosters co-creation, allowing individuals to shape and reinterpret traditional tales, thereby
promoting a collective cultural identity [53]. Future research could
include longitudinal studies and participatory design approaches to
assess whether these technologies can foster lasting cultural connections, influence behaviour, and facilitate intercultural dialogue
when integrated into public cultural repositories [26, 38].
7
Conclusion
To investigate how VR immersion and Gen-AI-driven personalization can enhance storytelling, particularly in the context of preserving oral traditions, we developed ‘Anansi the Spider VR’, an innovative approach to revitalizing a Ghanaian oral tradition. Through
a mixed-methods design with (𝑛 = 48) participants, we explored
the impact of VR immersion and Gen-AI-driven personalization on
engagement and cultural learning. Quantitative findings showed
that both immersion and personalization significantly enhanced
user engagement and interest in cultural learning.
Qualitative findings revealed that VR and Gen-AI can transform
user participation in storytelling, fostering cultural transmission,
bridging cultural distances, and promoting self-reflection. Participants not only connected with African folklore but also reflected
324
on their own experiences through the lessons of the stories. These
insights highlight the role of immersive technologies in preserving
and revitalizing cultural narratives.
This study also identified challenges in quantifying personal
experiences within VR, underscoring the limitations of standardized
tools like the UES. Future research should focus on developing more
nuanced measurement methods and collaborating with cultural
institutions to further explore and preserve immersive storytelling
experiences.
Overall, this research underscores the potential of VR and GenAI to maintain the relevance and impact of traditional tales in the
digital age, ensuring that stories like Anansi continue to inspire and
educate future generations. By bridging cultural gaps and fostering
engagement through personalized and immersive technologies, this
study provides a foundation for future initiatives aimed at preserving diverse oral traditions, promoting cultural understanding, and
innovating heritage education on a global scale.
8
Open Science
The source code and assets for Anansi the Spider VR are available
at the following link: https://gitlab.lrz.de/hctl/anansispidervr.
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A Participant Demographics
B Researchers Positionality Statement
As the main researcher in this study, I acknowledge myself as an
educated Asian researcher, my approach to studying and revitalizing folklore is informed by a background that blends academic
diligence with a passion for cultural heritage. My work is driven
by a commitment to understanding and preserving diverse narratives through technology. This position allows me to reinterpret
folklore with a fresh perspective, aiming to make these traditional
stories relevant and reachable to contemporary audiences. My values emphasize respect for cultural authenticity and the power of
storytelling in bridging cultural divides.
C
Pre-Assessment Questionnaire
327
Table 4: Participant Demographics and Pre-Assessment
Scores. Likert scale: 1 (Not at all Familiar) to 5 (Very Familiar).
𝑛 = 12 per condition.
Metric
NVNP
NVP
VNP
VP
M SD M SD M SD M SD
Age
24.5 3.2 25.8 4.1 26.3 3.7 27.2 4.0
Gender Distribution (%)
Female
52
Male
48
Storytelling Fam.
VR Familiarity
Oral Traditions Fam.
African Folklore Fam.
Interest in Cultures
Comfort with Personalization
3.3
3.1
2.4
1.3
3.6
3.8
-
47
53
-
53
47
-
48
52
-
1.0
1.2
1.0
0.6
1.2
1.0
3.5
2.6
2.2
1.2
4.2
3.8
1.0
0.7
1.0
0.4
0.6
0.9
3.7
3.0
2.9
1.8
4.0
3.3
1.3
0.9
1.3
0.9
0.6
1.1
3.8
2.6
3.0
1.6
3.8
3.8
0.8
0.8
1.3
0.9
0.9
0.8
Table 5: Pre-Assessment Questionnaire: Items and Response
Options.
Question
Response Options
Cultural background (ethnicity,
upbringing, media exposure)
Open-ended
Education level
High School, Bachelor’s, Master’s, Doctoral
Digital storytelling engagement Never, Rarely, Sometimes, Of(audiobooks, podcasts, interac- ten, Very Often
tive stories)
Familiarity with virtual reality
Not at all, Slightly, Moderately,
Very, Extremely
Familiarity with oral traditions
Not at all, Slightly, Moderately,
Very, Extremely
Familiarity with African folk- Not at all, Slightly, Moderately,
lore
Very, Extremely
Interest in learning about other
cultures
Not at all, Slightly, Moderately,
Very, Extremely
Comfort with adaptive tech
(personalized content)
Very Uncomfortable, Uncomfortable, Neutral, Comfortable,
Very Comfortable
Preferred
methods
Books, Museums, Interactive,
Films, Online, Travel, Conversations
D
cultural
learning
User Engagement Scale Long Form
Gen-AI Personalization and VR Immersion in Oral Storytelling
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
Table 6: Summary of Factors and Items from UES-LF Questionnaire. Likert scale: 1 (Strongly Disagree) to 5 (Strongly
Agree).
Table 7: Summary of Cultural Interest Questionnaire Items
and Likert Scale.
Questions
Factor
Item Question
Focused Attention (FA)
FA.1
FA.2
FA.3
FA.4
FA.5
FA.6
FA.7
I felt immersed.
I was so involved I lost track of time.
I ignored things around me.
I lost awareness of my surroundings.
Time passed quickly.
I was fully absorbed.
I let myself go.
PU.1
PU.2
PU.3
PU.4
PU.5
PU.6
PU.7
PU.8
I felt frustrated.
I found it confusing.
I felt annoyed.
I felt discouraged.
Using this was tiring.
The experience was demanding.
I felt in control.
I couldn’t do some tasks.
Aesthetic Appeal (AE)
AE.1
AE.2
AE.3
AE.4
AE.5
The experience was visually appealing.
It was aesthetically pleasing.
I liked the graphics.
The visuals were engaging.
The screen layout looked good.
Rewarding (RW)
RW.1 The experience was valuable.
RW.2 I consider it successful.
RW.3 It didn’t work as expected.
RW.4 My experience was rewarding.
RW.5 I would recommend it.
RW.6 I would use it again.
RW.7 It sparked my curiosity.
RW.8 I was drawn into it.
RW.9 I felt engaged.
RW.10 The experience was fun.
Perceived Usability (PU)
Likert Scale (1-5)
How interested are you in learning Not interested at all
more about Ghanaian culture after read- to Very interested
ing the Anansi story?
How relevant do you think the moral
lessons from the Anansi story are to
modern life?
Not relevant at all to
Very relevant
How likely are you to seek out
more African folklore after reading the
Anansi story?
Not interested at all
to Very interested
Anansi stories feature other interest- Not interested at all
ing characters, such as Tiger, Turtle, to Very interested
and Monkey. How interested are you
in learning about these characters and
their stories?
After the user study, would you be in- Not interested at all
terested in using the same system to to Very interested
learn about oral traditions from other
cultures, such as Grimm’s Fairy Tales?
G
E Cultural Interest Questionnaire
F User-generated Narrations
328
Thematic Tables
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
Lau et al.
Beginning - The jungle whispered with life as Anansi, the clever spider, called out. 'Follow the path to your
left, where you’ll find Onini, the python, coiled around her tree stump as always. We don’t have much time!'
Story 1
Story 2
_____ walked down the narrow path and soon came
_____ walked the path, and soon the great Onini
across Onini, her massive coils shimmering in the
appeared before them, her scales shimmering in the
sunlight. "Greetings, _____," Onini said in a silky voice. "I
dappled sunlight. "Ah, _____," Onini hissed softly, her
am Onini, the mighty snake, whose coils could outmatch
voice full of pride. "I am Onini, the serpent of magnificent
any creature in length. If you wish to see my full
length, unmatched by any in these lush jungles. Truly, to
grandeur, lay a bamboo cane beside me."
see my full extent, you’d need something as long as your
courage. Lay down a bamboo cane on the sand beside
_____ complied but noticed Onini was still wrapped
me, and maybe I will stretch out to compare."
around her stump. "_____, have you brought something to
measure my grand length against?" Onini asked slyly. "A
_____ hesitated, trying to figure out what exactly to do,
bamboo cane on the sand would suffice."
before eventually laying the bamboo cane on the sand.
Onini watched closely
_____ placed the bamboo, but Onini chuckled. "Ah, I see
"Ah, _____, you’re not quite sure what to do, are you? No
your bamboo cane, _____. But I find this tree stump quite
worries, simply place the bamboo along the sand next to
comfortable. Convince me why I should stretch out
me, and we can truly see if it matches my grand scale!"
alongside your cane."
she chuckled, her laughter resonating through the trees.
_____ hesitated and said, "I'm pretty sure it’s more
_____ paused but decided to press forward. "Hey, uh, can
comfortable over there. Come on."
you see the bamboo?"
view, her shimmering emerald scales catching the light.
"Ah, _____," Onini greeted, her voice smooth and
commanding. "I am Onini, the magnificent snake, whose
length could astound even the Sky God. If you wish to
see my full stretch, place a bamboo cane beside me."
_____ carefully placed the bamboo on the sand, but Onini
didn’t move. She chuckled softly. "_____, your bamboo is
tempting, but why should I leave this comfortable
stump? You’ll need to give me a better reason."
_____ hesitated for a moment before offering, "Come
closer, and you can return to your stump after."
T
, _____, but lying next to the bamboo needs a more
Onini’s eyes glinted with curiosity. " hat’s an interesting
idea
compelling reason. What else can you offer?"
_____ fumbled slightly. "Uh, not now, right?" she said,
uncertain.
Onini tilted her head slightly, amused by _____’s
response. "Ah, comfort is tempting indeed, but hardly
Onini tilted her head, amused. "_____, seeing the bamboo
convincing," Onini replied. "Offer me a thrill or a
won’t convince me. Why should I stretch along it? Give
challenge instead, something worthy of my grandeur!"
me a compelling reason to show my magnificent
_____ stammered. "It's easier to wrap around the
length."
Onini let out another soft laugh, amused by the
exchange. "_____, I’m waiting for your reason. Once I’m
convinced, you’ll witness my full grandeur. Why should it
be now?"
bamboo."
_____, perhaps grasping at straws, finally replied, "You
Onini chuckled again. "Ah, _____, if you believe otherwise,
Story 3
_____ walked down the path, and soon Onini came into
are so beautiful and strong."
dare me to compare my length to your bamboo cane.”
Onini’s eyes glimmered with pleasure. "Ah, flattery! It
does have its appeal, _____.”
Gathering her thoughts, _____ replied, "There’s a mouse
over there. You can prey on it and then return."
A,
!" she exclaimed. "Very well!”
Onini’s eyes gleamed with excitement. " h a feast
waiting for me
Ending - With that, Onini slowly uncoiled from her stump, her immense body stretching out along the
ground, her shimmering scales catching the light as she revealed her full, awe-inspiring length. 'Now,
behold the longest snake in all of Ghana!' she declared proudly, her voice echoing through the jungle.
Figure 9: Figure illustrates three user-generated stories in Anansi the Spider VR. Blue denotes user inputs via speech-to-text,
actively shaping the tale, while red illustrates AI-generated responses via text-to-speech, demonstrating the dynamic interplay
between participant choices and Gen-AI storytelling.
329
Gen-AI Personalization and VR Immersion in Oral Storytelling
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
Themes
Quotes
Sub-themes
A - Immersion: Participants felt physically present in
the virtual environment, with sensory and emotional
stimuli deepening their immersive experience.
Environmental Realis
At some moments, I was like, grab me, I’m going to fall. I was feeling like I was really in a
space, but no one was around me, and I was just going through the story. (VP8
I felt like I was part of a different world, a virtual world. (VNP2
The biggest compliment would be that I just lost track of time and also completely felt the
surroundings. Like, I was completely immersed in the jungle. (VNP5
Sometimes I forgot that I was in the room, and I hit the table because I thought the
controller could go through. (VNP1)
A1 - Sensory Experience: The sensory inputs, such
as sight and sound, play a crucial role in enhancing
the immersiveness of the VR experience. This
heightened immersion often leads to participants
experiencing physical sensations, such as tickling or
the fear of hitting objects, as their senses respond to
the virtual environment.
Physical Sensatio
When I was on top of the mountain, I actually felt a strange, tickling feeling on my feet.
(VNP3
When I had to walk through and there were trees, I was bending my head because I felt like
they were going to hit me. (VP1)
It was really realistic, there were times when it was really scary, so I focused on every part.
It was nice to explore and try different strategies. (VNP6
It felt real. You weren't using your legs, though, but moving. I saw these animals, and I felt a
bit scared. (VP5
Sometimes the visuals felt too real and scary, and I felt like I was really in danger or was
going to fall. (VP8
It felt weirdly real to the point where I got a bit uncomfortable when I got to a height—I am
scared of heights. (VP10)
A2 - Emotional Reactions: Emotional responses like
realism, fear, and anxiety are intensified by the VR
environment, making the experience more engaging
and memorable. This emotional depth enhances the
overall immersion.
The gods were very detailed and they looked very nice, so it really imprinted in my memory
how they looked. (VP9
Compared to other mediums, I think this aspect blocks other stimuli in the background so
you really focus on the story. If I was reading, I will have a lot of distractions around me or if
I was watching something on a laptop, but this forces you to fully focus on the environment
and it also has the element of view interacting with the environment, so it makes it feel
more tangible and real. (VNP2)
A3 - Cognitive Engagement: The VR experience
enhances focus by immersing participants in detailed
visuals and narrative, reducing distractions and
making the experience feel more tangible and real.
Figure 10: Thematic analysis results: Immersion.
B - Personalization: The experience tailored story
elements to individual users, such as including their
names and offering choices, which increased their
connection to and immersion in the narrative.
Having to walk through different environments and maneuvering and taking actions made
me feel like I was the center of the story. (VNP2
I thought it was really interesting because I really felt that I had to participate in the story,
and this contributed to my interest and attention. (VNP6
The aspect that stood out to me the most was that it was personalized to my name. It felt
like I was playing a character in a way that I was involved in the story. (NVP1
I feel like the fact that the story calling out my name, makes me feel like I am needed and I
would like to keep going in the story. (VP7
The first time [I heard my name] I was like, oh they know my name, and they’re
pronouncing it well, so I was like wow. (VP4
The experience made me feel almost like a real character. It felt like I was chatting with my
friends or someone who really knows me. (VP6
It felt like it was talking to me, which was pretty nice, felt more direct or personalized than
general life stories that can be shared across the board. (VP10)
B1 - Story Involvement: Personalisation made
participants feel more central to the narrative,
enhancing their sense of involvement by directly
incorporating their names and choices into the story,
making them feel like active participants rather than
passive observers.
It feels like I am the main hero helping Anansi. (NVP2
I am open to embracing any medium that brings the user, or the hero of the story, closer to
the reality of the narrative. (VNP2
It felt like a personalized touch, like I am one of the main characters and I was playing a
role and I felt like I’m doing something great. (VP5
Hearing my name fascinated me. When you see a movie, and say a character’s name, it
was just like that, saying my name. (VP8)
B2 - Identification with Protagonist: Through
The character was speaking to me, not just going on telling a story, and gave me tasks,
and I think the personalization was great without changing the story too much. (VP3
The method I used to catch the snake because it was kind of smart, but I convinced it by
saying I will bring it to a safer place and trick it. I felt good, my method was intelligence and
also resourceful so I got the moral message too. (VP8
I felt wise tricking the snake and it was rewarding to hear you did a good job. (VP5)
B3 - Character Interaction: Personalisation enhanced
interactions with story characters, making these
exchanges feel more meaningful and tailored, thereby
enriching the overall narrative experience.
Figure 11: Thematic analysis results: Personalization.
330
personalisation, participants identified themselves as
the main character or hero of the story, increasing
their connection and emotional investment in the
narrative.
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
C - Engagement: Participants were consistently
involved in the experience.
Lau et al.
Physical Interaction
The story was organized in a way that constantly asked you to do something, like move to a
place or grab something, which kept you engaged and on your toes. (VNP5
It was nice to move our hands and literally be there, instead of just looking at a screen.
(VNP1
The movement in the virtual world around me, turning in the real world and seeing the
virtual world also increase my engagement. (VP3
The interactivity was what made it so engaging and immersive. (VP3)
C1 - Interactive Elements: Physical movement and
task-oriented activities within the VR environment
enhance participant engagement by making them
active participants in the story.
The moral of the story could have impacted me more if I was more involved. (NVNP2
It was like feeling like the main character, the story would be more engraved in my mind.
(NVNP2
The waterfall and nature sounds, that is when VR and AR is really helpful to take you out of
the room. (VNP2
VR will take my attention or motivation quickly, listening to the story in the classroom
settings but in VR is different because there is more context inside the story. (VP2
Compared to oral storytelling or watching a movie, the effort it takes to get engaged was
less in VR, and my interest grew much easier. (VP8)
C2 - Immersive Experience: The immersive nature
of VR, characterized by a strong sense of presence
and the feeling of being the main character, makes
the experience more contextual and engaging.
This was the most beautiful VR experience I have ever had. (VNP3
The graphics were amazing, it really got me into the game. (VP4
I think this was my best experience in VR. It felt super real, graphic scene, unlike lots of
games have too many shapes, polygons, but this felt real. (VP6
I learned a story, I learned about a culture today. Because of the illustrations, I lived it. I
experienced it but I also lived it, so I call this learning, learning is to live it. (VNP3)
C3 - Aesthetic Appeal: The visual quality of the VR
environment captures participants' attention,
contributing to an engaging experience.
I think this story will stay with me for a lifetime. Because stories that I heard when I was
younger, I forget the details, but here, I was experiencing it. I felt, in the moment, and you
can never forget what you feel physically, and the memory captures moments better than
just listening. (VP5
After this, I am going to Google more about the Anansi story because I want to know more.
(VP4)
C4 - Continuous Learning: The continuous flow of
the VR experience sustains participants' interest,
leading to ongoing engagement both during and
after the activity.
Figure 12: Thematic analysis results: Engagement.
D - Reflection: Participants deeply reflected on the
personal and cultural implications of the story,
applying its lessons to their own lives.
The story reminds me of recent situations where I have been working on a bunch of jobseeking applications. Instead of personalizing each one, I decided to personalize only the
positions I am truly aiming for and mass-send the rest. (VP7
As a university student, this reminded me a lot about being a good student, being intelligent.
And being in a foreign culture, you sort of think of the many times where you had to rely on
your intelligence rather than just brute strength. I think the story passes on this good moral
message. I think the moral of the story is still very, very relevant. (VNP2)
D1 - Reflections on Personal Experience:
Participants related the story to their own life
experiences, such as job-seeking and navigating
foreign cultures, emphasizing the relevance of the
story's lessons in their personal lives.
Maybe after getting mugged, it’s important to be clever and have good timing to get out of a
dangerous situation and stay alive. (VP3
You have to think before acting, and you have to make smart moves. The snake is very
strong, but you can be stronger with your intelligence. (VP5
There are also people who are strong and can do everything in daily life, but if you use the
correct path, you can do everything you want. For example, knowing how to use technology
can make you win. (VP2
Something I can take from this experience would be I could be better at communicating
because, you know, on the first try, I could not convince the snake to do what I wanted her to
do, but I complimented and said some nice words, and it convinced her. (VP5
Instead of just power, being smarter might make the world much more peaceful. (VP6
It made me think about how you have to be patient. (VNP6
Smart work is better than hard work. (NVNP1)
D2 - Reflections on Daily Life Situations:
Participants drew parallels between the story and
everyday challenges, such as communication,
patience, and strategic thinking, recognizing the
story's applicability to common life scenarios.
Coming from a Catholic background, it reminded me of David and Goliath. It’s in the Bible,
but my grandfather used to tell it to me like a fairy tale, and it reminded me of that. (VP4
My family used to tell me stories, and they come from different cities, so they would tell me
stories and show me pictures. (VNP6)
D3 - Reflection on Cultural and Religious
Connections: Participants connected the story to
their cultural and religious backgrounds, finding
similarities with familiar tales and traditions, which
deepened their engagement with the narrative.
hen someone tells you a story, there is a personal touch to it. But this is more like
escapism. One feels less warm and connected, but this does feel more novel and free.
(NVP4
I think nowadays, a lot of people try to trick you into doing something, like scammers online,
so just watch out for it and be clever, so you don't get tricked. (VP9
Be humble, don’t let others trick you because you’re not humble. (VP9)
D4 - Moral Lessons and Awareness: Participants
reflected on the moral lessons presented in the
story, considering how these teachings applied to
their behavior and awareness in situations like
online scams and humility.
W
Figure 13: Thematic analysis results: Reflection.
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Gen-AI Personalization and VR Immersion in Oral Storytelling
AHs ’25, March 16–20, 2025, Masdar City, Abu Dhabi, United Arab Emirates
E - Culture: The storytelling increased appreciation
I think African stories are very far away from me. But this game made it so close to me. So I
E2 - Appreciation and Interest: The immersive
for African folklore, enriching participants'
was more interested, even though I am not, usually. (VP6
storytelling made the culture feel more accessible
understanding of cultural heritage and promoting
I appreciated all cultures and find it fascinating to see how different cultures differ in so
and relevant, even for those who initially felt distant
cultural exchange.
many activities but share common values of life, but it was nice to learn the characters that
from it.
were represented like the sky god and the spiders. (VNP5
After this experience I am eager to learn more about this story and culture. (VNP6)
Although familiar with Anansi and spider stories, said that in his region of Kenya, they are not
E3 - Cultural Authenticity and Representation:
very popular. Animal morals contain animals specific to the area that the culture comes
Reflections on the authenticity of cultural portrayals,
from. It is usually more about animals from the wild, and not spiders where I am from. (VNP2
emphasizing the importance of accurate and
Growing up, every time my family members would say a word which we don’t know, they
resonant cultural elements.
always had a story behind it, so they have to tell us a story to show us what it actually
means and why it’s still relevant today. (VP8)
:
About African culture
I learned that animals represent some emotions and authority
figures, and want to share a moral through animal figures. It is also like this in my culture,
T
urkish culture, because animals were there before humans.
T
hey use animals that we face
4
E
P
- Relation to
between
A
ersonal Cultural
xp
immersive e
p
erience
k
frican fol
p
cultural traditions, dee
authority figures, like snakes, huge spiders, you may be scared of them if you see them in
their heritage.
?
B kg
ac
round: The
ted connections
lore and
in our daily lives, and they need to represent you know, some deeper meaning, like strong
real life, right
p
rom
p
p
'
pp
artici
ants
ening their a
own
reciation of
So that’s why, I think that’s how they are trying to explain something bigger in
3
the story. (VNP
I have this group of people from India and we meet every week and we talked about how in
today’s generation, it is less storytelling that what kids are attracted to, it is more like video
games, so we talked about video games to share the routes that the heritage and they are
coming from, maybe some of the old warriors. (VP8)
:W
After the story, I thought to myself
ow, two incidents about Africa I need to learn about.
5
E
x
- Cultural E
g
chan
p
e and
p
S
g:
harin
p
(NVP2
The storytelling ins
I will also tell my niece and nephew about this story. (NVP2)
newfound cultural insights with others,
ired
wider dissemination of
artici
ants to share their
A
p
romoting
frican narratives.
Figure 14: Thematic analysis results: Culture.
E - Technological Intervention:
This was more interesting than previous VR experiences because I felt like I was
E1 - Changes in interest or
The changes of medium such
learning something. Previously, I was doing tiny actions and couldn’t see a clear
Attitudes towards African Culture:
as VR and AI, transform the
purpose, but while doing this experience, I felt like I was learning about a new culture
The use of VR shifted participants'
way participants engage with
and I found that really interesting. (VNP6)
perceptions, increasing their
and learn about culture,
interest in and appreciation for
enhancing both interest and
African culture through a more
understanding through
engaging and impactful
immersive and interactive
experience.
experiences.
Oh big time. Because, of course, the generation before us, they are already grown up
E2 - Educational Impact and
and already know these things, but the generation right now and the generation which
Learning: VR and AI facilitated
is coming would be more interested towards technology, AI, and VR, because they are
deeper cultural learning by
already playing games, have mobile phones, etc. It is a way to make them understand
providing an immersive experience
their culture. (VP8
that made complex cultural
It’s sometimes difficult for people to travel to Peru to experience how the culture is, and
aspects more accessible and
it’s different than reading about it. I think VR could be a really good alternative. (VNP6
easier to understand.
You can educate about different cultures, not just folklore stories, but things like culture
aspects that you can only learn by going to Africa, a particular city in Africa, to get the
experience of how the people live their life there, so we can appreciate it more. (VNP5)
Figure 15: Thematic analysis results: Technological Intervention.
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