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Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
HCI in Games: Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Pages: 23 - 38
Swansea University Author:
Leighton Evans
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DOI (Published version): 10.1007/978-3-030-50164-8_2
Abstract
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity to reconceptualise understandings of immersion, embodiment and presence in gaming. However, many of the discourses and attempts to conceptualise experience in VR games conflate these terms rather than...
Published in: | HCI in Games: Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings |
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ISBN: | 9783030501631 9783030501648 |
ISSN: | 0302-9743 1611-3349 |
Published: |
Cham
Springer
2020
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Online Access: |
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URI: | https://cronfa.swan.ac.uk/Record/cronfa54686 |
Abstract: |
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity to reconceptualise understandings of immersion, embodiment and presence in gaming. However, many of the discourses and attempts to conceptualise experience in VR games conflate these terms rather than understanding each as a state of engagement with a VR environment or game. This results in a lack of understanding of the importance of design and intentionality in the VR game with regards to immersion, embodiment and presence. Using a post-phenomenological approach, this paper differentiates immersion, embodiment and presence as three kinds of relation utilising the I – technology – world schema. This approach allows for an understanding of these states of engagement as layered and hierarchical rather than instantly emergent on the part of the technology. The hermeneutic relation between the user and VR game [I → (technology – world)] that indicates presence can be understood as a feeling of place or placehood in VR and is intentionally the state aimed for as optional in VR games. The importance of technological intentionality as a co-constructor of embodiment and presence is exemplified through an analysis of user reviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of a sense of place for the games by incorporating the possibility of embodiment and presence into the design of control and movement while ported VR games fail to immerse because of a lack of technological intentionality towards these goals. |
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Item Description: |
Lecture Notes in Computer Science, vol 12211 |
Keywords: |
Virtual Reality, Post-phenomenology, Gaming, Embodiment, Presence |
College: |
Faculty of Humanities and Social Sciences |
Start Page: |
23 |
End Page: |
38 |