Conference Paper/Proceeding/Abstract 1352 views 801 downloads
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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URI: | https://cronfa.swan.ac.uk/Record/cronfa54686 |
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2025-03-26T15:29:21.6805654 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 CACS 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. Conference Paper/Proceeding/Abstract 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 23 38 Springer 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 Lecture Notes in Computer Science, vol 12211 COLLEGE NANME Culture and Communications School COLLEGE CODE CACS Swansea University Not Required 2025-03-26T15:29:21.6805654 2020-07-11T12:29:26.1422405 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR 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 |
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cc05810f3465ddddd6814e131f4e9a79 |
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cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans |
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Leighton Evans |
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Leighton Evans Michal Rzeszewski |
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Conference Paper/Proceeding/Abstract |
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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 |
container_start_page |
23 |
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Swansea University |
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10.1007/978-3-030-50164-8_2 |
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Springer |
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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. |
published_date |
2020-07-10T15:43:30Z |
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