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E-raamat: Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence

Edited by (Swansea University, UK)
  • Formaat: PDF+DRM
  • Ilmumisaeg: 21-Feb-2025
  • Kirjastus: Emerald Publishing Limited
  • Keel: eng
  • ISBN-13: 9781835493762
  • Formaat - PDF+DRM
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 21-Feb-2025
  • Kirjastus: Emerald Publishing Limited
  • Keel: eng
  • ISBN-13: 9781835493762

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This volume contains an Open Access Chapter



Offering a comprehensive and research-oriented survey of the emergence of virtual reality (VR) into the gaming mainstream, Virtual Reality Gaming delves into the complexities of VR gaming, emphasising immersion, embodiment, and player presence.



As the first study to critically assess and systematically investigate the phenomenon of VR Gaming through the tripartite lens of embodiment, presence, and immersion, established and emerging voices in the field discuss the unique aspects of VR games and the challenges they present to researchers and designers with regards to re-conceptualising the relationship between system, player and game play in essence, a reconsideration of the human-computer interface (HCI) of gaming. Each chapter develops the existing scholarship on all these areas, creating a discourse on each element of embodiment, presence, and immersion that will improve the understanding of all these concepts in the context of gaming and VR.



A major contribution to the fields of gaming, HCI, VR and media studies, Virtual Reality Gaming is of interest not only to scholars, students and academics researching within this area, but also to practitioners and professionals in the gaming industry.
Introduction; Leighton Evans

Section
1. Immersion

Chapter
1. Virtual Reality and the Hardcore Gamer; Marcus Carter and Ben
Egliston

Chapter
2. Crossing the (Distanced) Digital Divide: Games, Art, and Immersive
Engagement; Joanne Mills

Chapter
3. The Players Immersive Experience (PIE) model: Framing the
Multidimensional Concept of Immersion in VR Video Games; Michael Walter

Chapter
4. A New Kind of Videoludic Presence: How VR is Breaking the Fourth
Wall; François Martel Lacoursière

Section
2. Embodiment

Chapter
5. It is me, but not me: Self-representation as an Avatar in VRChat;
Yueyao Hu and Leighton Evans

Chapter
6. Psychological Processes Associated with Avatar Choice in Virtual
Reality Gaming; Juliana L. Vanderburg and Katherine A. Loveland

Chapter
7. The Feminine Embodiment of VR: Critiquing the Default Masculinity
of VR Embodiment; Kate Euphemia Clark

Chapter
8. Embodying VR Avatars as a Dynamic (para)Social Interaction:
Towards a Future Research Agenda; Mila Buji OPEN ACCESS

Section
3. Presence

Chapter
9. Virtual Remote Presence (VRP): Exploring the Subjective Feeling of
Presence in Virtual Reality Games; Saikrishna Srinivasan

Chapter
10. Unpacking Presence: Making the Theory of Presence Useful for VR
Game Design; Robert Dongas and Kazjon Grace

Chapter
11. Video Game Aesthetics and the Sense of Presence in Virtual
Reality; Rami El Ali

Chapter
12. The Presence Assemblage: Understanding Presence in VR Games
Through Breaking It; Leighton Evans
Leighton Evans is an Associate Professor of Media Theory at Swansea University. Leightons research background is in the Philosophy of Technology and digital media, and he has published work on social media, location-based social networking, phenomenology, virtual reality, augmented reality, smart cities and gaming. Leightons primary research interests lie in the transformation of natural phenomena into data and digital environments through digital technologies, and how this transformation leads to a normalisation of the digital in everyday life.