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.

Bibliographic Details
Format: eBook
Language:English
Published: London, United Kingdom : Emerald Group Publishing, 2025.
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.