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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
Online Access: Check full text

URI: https://cronfa.swan.ac.uk/Record/cronfa54686
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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 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.
Keywords: Virtual Reality, Post-phenomenology, Gaming, Embodiment, Presence
College: Professional Services
Start Page: 23
End Page: 38