Virtual reality gaming : perspectives on immersion, embodiment and presence.
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.
| Format: | eBook |
|---|---|
| Language: | English |
| Published: |
London, United Kingdom :
Emerald Group Publishing,
2025.
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| Subjects: |
Table of Contents:
- 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.