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.

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This volume contains an Open Access Chapter. Offering a comprehensive and research-oriented survey of the complexities of VR gaming, emphasising immersion, embodiment, and player presence.

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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 Player’s 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 Bujić 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

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Produktdetaljer

ISBN
9781835493779
Publisert
2025-02-21
Utgiver
Vendor
Emerald Publishing Limited
Vekt
393 gr
Høyde
229 mm
Bredde
152 mm
Dybde
16 mm
Aldersnivå
P, UP, 06, 05
Språk
Product language
Engelsk
Format
Product format
Innbundet
Antall sider
216

Redaktør

Om bidragsyterne

Leighton Evans is an Associate Professor of Media Theory at Swansea University. Leighton’s 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. Leighton’s 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.