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Conference Paper/Proceeding/Abstract 1189 views 718 downloads

Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming

Leighton Evans Orcid Logo, Michal Rzeszewski Orcid Logo

Lecture Notes in Computer Science, Pages: 23 - 38

Swansea University Author: Leighton Evans Orcid Logo

Abstract

The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanund...

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Published in: Lecture Notes in Computer Science
ISBN: 9783030501631 9783030501648
ISSN: 0302-9743 1611-3349
Published: Cham Springer International Publishing 2020
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URI: https://cronfa.swan.ac.uk/Record/cronfa54686
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spelling 2022-06-15T16:10:08.6224453 v2 54686 2020-07-11 Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2020-07-11 AMED The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanunderstanding each as a state of engagement with a VR environment or game. This results in a lack ofunderstanding 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. Thisapproach allows for an understanding of these states of engagement as layered and hierarchical rather thaninstantly 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 inVR and is intentionally the state aimed for as optional in VR games. The importance of technologicalintentionality as a co-constructor of embodiment and presence is exemplified through an analysis of userreviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of asense of place for the games by incorporating the possibility of embodiment and presence into the designof control and movement while ported VR games fail to immerse because of a lack of technologicalintentionality towards these goals. Conference Paper/Proceeding/Abstract Lecture Notes in Computer Science 23 38 Springer International Publishing Cham 9783030501631 9783030501648 0302-9743 1611-3349 Virtual Reality, Post-phenomenology, Gaming, Embodiment, Presence 10 7 2020 2020-07-10 10.1007/978-3-030-50164-8_2 COLLEGE NANME Media COLLEGE CODE AMED Swansea University 2022-06-15T16:10:08.6224453 2020-07-11T12:29:26.1422405 Professional Services ISS - Uncategorised Leighton Evans 0000-0002-6875-6301 1 Michal Rzeszewski 0000-0002-2170-335x 2 54686__18027__809be284a4c74912b373ea6e42498a13.pdf 54686.pdf 2020-08-24T12:37:21.9663680 Output 237879 application/pdf Accepted Manuscript true 2021-07-10T00:00:00.0000000 true eng
title Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
spellingShingle Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
Leighton Evans
title_short Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
title_full Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
title_fullStr Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
title_full_unstemmed Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
title_sort Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
author_id_str_mv cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans
author Leighton Evans
author2 Leighton Evans
Michal Rzeszewski
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publishDate 2020
institution Swansea University
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doi_str_mv 10.1007/978-3-030-50164-8_2
publisher Springer International Publishing
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description The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanunderstanding each as a state of engagement with a VR environment or game. This results in a lack ofunderstanding 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. Thisapproach allows for an understanding of these states of engagement as layered and hierarchical rather thaninstantly 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 inVR and is intentionally the state aimed for as optional in VR games. The importance of technologicalintentionality as a co-constructor of embodiment and presence is exemplified through an analysis of userreviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of asense of place for the games by incorporating the possibility of embodiment and presence into the designof control and movement while ported VR games fail to immerse because of a lack of technologicalintentionality towards these goals.
published_date 2020-07-10T04:08:22Z
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